Thank you. It was more of a creative challenge than something that would be fun to play :D
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I downloaded it at my main rig at home and then thought I would like to have it on the go thats why I downloaded it from the itch app again (now I also used the browser) and made a game with it. Then I found out there is only -1. I didnt edited anything I just completly deleted every file from sok pop stories and reinstalled it and I still get that message
Hey I had something in the working: I would have called it "Cut Kit" but it is far from finished! But hey I thought I simply share these screenshots (bad tutorials) here with all of you. I will try to explain these techniques. 1. Fade between scenes. 2. Blendo Style Hard Cuts
So the event I am calling it from is the left mouse button (for testing). All these blueprints are in the first person character (the generic one)
- The logic behind it is: move camera to 0,0,0, so we can simply add the pitch/ Yaw. As the camera is controlled through the controller we must take the same way. It is the same logic behind just looking around. Warning these controls have a scale applied to it (ex 1.7) and so you will want to divide it with the rotation you need.
- You get that out of the Find Look at Rotation (divide it with the scale).
- Then you add it to the controller
- The camera moves
Fade to Scene: For the fading scene we need to add something to the first person character blueprint: A Capture Component 2D. It should have the same settings (example: film grain, Lut). It should capture the entire screen. You can think of a Capture Component 2D as a camera. Now to the blueprint
- So we create the Render Texture with the right settings
- We apply the Render Texture to the UMG (the render texture will be the image on the box that fills the entire screen) (for easy communication we use game instances (https://www.youtube.com/watch?v=5w594D3qtLs&t=19s)
- We simply apply it to the viewport. (You could also set it to a loading screen when you change the level)( You can have it animated in the UMG (ue4 Unit))
So I hope this is helpful. If you've got any questions, then please reach out to me. I will try to answer them. Good luck with these blueprints
funny you say that because I am a big fan of blendo games myself and think that Virginia is at least visually impressive.
Sadly I have to deny your wish as it doesn't fit the kit very well. I always think about how many uses a new feature can have and how you could reinterpret it yourself. For example almost every game needs doors but cuts are something very specific.
I actually experimented with some cuts. A fade to black is pretty easy but a hard cut like in Gravity Bone is harder to do. If I ever wanted to actually release it it should be as modular as this kit and due to time constraints this is not possible for me. I might share some code I have made with you ;)
Hey, thank you first of all. I sadly have really bad news for you. I tried a numberos ways to downgrade the project but all of them fail -> map cant be loaded+ no blueprints as well :( .
Once I kept all developed versions but due to people downloading every version (even when simply worse) + unnessary cluttered I delted them.
I sadly didnt know that there may be 3rd party tools that require a older version. Now to the "better" part: I have still kept one of the earliest versions around. It is a really bare bones. The character blueprint is messy, some features are missing and in general it is just worse, like you would expect. I will set it to public so you can download it again and maybe try it out? Just be aware that at home you will have a way better experience in 1.7 https://kai20.itch.io/exploration-kit/devlog/56534/17-release-i-would-almost-cal...
I am sorry I could only half resolve your problem but for the future I plan to keep a backlog even though actually supporting it with updates might get messy
If I didnt want feedback and wont offer support I would not have made this forum post. Thank you again for bothering me.
My knowledge is also not that great but after I cleaned up all blueprints it somehow worked. I also included the function that it comes to you (optional to use). Ah interesting might use it in the future.
@inspect mode you should need a branch for the movement as it already sets the walking and *now* also the crouching speed to 0
@trigger zones okay I thought about a different feature
for the other thing. I came up with three solutions (two already work)
1. the handler just comes closer to you
2. the handler comes to you if the line trace finds a surface to the front
3. some trigger volume
I am not quite sure what thing I should implement yet but we will see. When you push something through the wall then it actually is because UE4 needs to do two things first never let the physic handle and the object be on two different positons and at the same time always respect collision (because I set up a physics handle it has a higher priorty).
It's great that you changed the kit to your liking. The problem with pushing objects through walls is something I started literally yesterday when I read your message. It should be in the next update ( I already got a idea but I want to see if there is an even better decision ) .
for the inspect mode I am not sure what you mean. Did you disable it or are the inputs not right for you?
The trigger zones are something that I may include later. It is something basic, done with a trigger volume and just one tag that it checks if the author already has it