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First Person Exploration Kit UE4

First Person Exploration Kit is a complete package to create a First Person Environmental Exploration or Adventure game · By Kai


A topic by Kai created Jan 14, 2018 Views: 237 Replies: 8
Viewing posts 1 to 6

This Thread is made for feedback for the FPEkit. So, we can have a way for reviews and how you liked the kit. You can leave of course a positive& negative review here, the only thing is please be constructive and don’t insult people. Thank you


Considering the price there is nothing that could be called missing in this kit. It's a great purchase and an amazing knowledge boost for every UE4 newbie. I've changed a couple of things for my very own use. Because I don't know yet how to avoid pushing carried items through other items or walls, I've disabled the hold function for now and in inspect mode I've disabled all movement controls. I will probably add a drag and push function to still be able to hide things behind and below other objects and probably special items to throw at buttons and trigger zones that are out of reach for now. I know that you did a lot of coding to keep things generic and open for much functionality and I am also a bit sorry for that. Thanks for this great pack and this great price!


Thank you!

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

@inspect mode: I added a branch after Input Axis MoveForward and Input Axis MoveRight that checks the inspect bool and only continues to the move function when false.

@trigger zones: This was no critic. With the hold function enabled items can be thrown into trigger zones like platforms, buttons, lasers and so on. But since I disabled it I have to create dedicated items to replace this function.

It would be great if you came up with a stable solution for holding items, but there is no hurry on my side.  A game I usually refer to for my project is Deus Ex: Mankind Divided. It's probably using the same Interface as Deus Ex: Human Revolution but I can't really remember. But there the hold function is also physical. Because when you hold a smaller object in front of you and you line up with a wall on your side and then slowly turn the object in a circle against the wall you can see how it starts shaking and slightly pushed aside while as a result the character is pushed away from the wall. When you walk against a wall with the object in front of you, you just stop. Couldn't see any hint that the object would get pushed against the character. Only when I turn left and right and 'scratch' the object on the wall you notice friction again.


@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).

Thanks a lot for your efforts - I really start to feel guilty now. 

I mean not guilty enough to stop you from expanding your kit and solving my problems ;-)...

I just don't know if I could assist you any further because my knowledge about collisions is very small.

In the meantime I've moved most of your graph from the Character_BP to my PlayerController_BP. Btw. I've found a new solution to stop movement it's the UE4 ignoremovement function which puts a status on the character that ... well, makes the character movement to get ignored and is stackable.


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. 


It works great now.


I am glad to hear that