Tutorial for adding Mixamo character (or any other manequinn based) into Third Person Shooter Kit.
Discord: / discord
Marketplace: https://www.unrealengine.com/marketpl...
Mixamo website: https://www.mixamo.com
Reimporting character to TPS kit - mixamo steps
1 Import mesh to TPS kit
2 Export mesh
3 Open Maya and import mesh
4 Rename bones
5 Export mesh as new skeleton
Reimporting character to TPS kit - general steps
1 Open skeleton asset
2 Change retarget rig to paragon
3 Add physics asset
4 Copy sockets from other skeleton to Mixamo skeleton to hand_R bone
5 Add to materials MF_Hide_with_dissolve function. Change blend mode to masked
6 Create child classes for player and AI
7 In skeleton change translation retargeting to skelton from upperarm bones forward.
8 Replace montages in player and AI BP.
9 Add curves to skeleton - PathnodeAnimCrossfadeDuration
10 Add Side_Kick_Play_Rate and Aim_Pose_Blend curves to animation AS_side_kick
11 Rotate pawn sensing component in AI
12 Fix references for animation for Twinblast
13 Fix blind shooting assault rifle, crouch up animation by adding base pose animation (AS_Rifle_crouch_right_idle_TwinBlast_Swat)
to animations from aim offset (AO_Crouch_right_rifle_Swat)
Usefull files:
Bone mapping names - https://docs.google.com/spreadsheets/...
Bones structure for Mixamo in Maya - https://drive.google.com/file/d/1pJaf...
Whole folder - https://drive.google.com/drive/folder...
Forum thread: https://forums.unrealengine.com/t/thi...
#UE4
#UnrealEngine4
#UnrealMarketplace
#ThirdPersonShooterGame
#UnrealEngineTutorial
Other videos:
Demo level gameplay: • Third Person Shooter Kit - Unreal Eng...
Trailer: • Third Person Shooter Kit - Unreal Eng...
Features level: • Third Person Shooter Kit - Unreal Eng...
Example campaign: • Third Person Shooter Kit - Campaign l...
Major features:
• cover system
• human AI
• quick time events system ( single input, hold button, press buttons in order in limited time, press buttons quickly number of times in limited time)
• ladder and ledge climbing
• stealth kill
• melee attacks for player and AI
• close up and normal aiming
• pathnode animation system for AI
• UI (health, ammo, type of weapon)
• main menu - (select level, persistent options, quit)
• example campaign framework
Other features:
Movement:
• Running
• Crouching
• Sprinting
• Jumping
• Slide
• Vault for player and AI
• Side kick attack for player and AI
• Crouching walk
• Rolling (during close up aiming and normal aiming)
Gameplay and others:
- Orienting character's upper body based on mouse position
- Shooting (while idle, running, jumping and crouching)
- Guns - assault rifle, pistol, shotgun, silenced pistol
- Weapons change
- Weapons reload (for player and AI)
- Weapons infinite ammo feature
- Gun recoil
- Cover system - blind shooting
- Decals on bullet hit points
- Turret enemy
- Covering system for AI
- AI look for player after lost sight
- Objects reacting to certain type of weapon
- Demo level
- Features level
- Enemy component
- HUD hit indicator
- Deadly obstacles
- Simple checkpoint system
- Launchpad
- Pickable items - (health, ammo)
- Elevator
- Pathnode animation system for human AI
- Gamepad support for gameplay
- Save game framework
- Pause menu
- Laser sight
- Camera system - camera moving smoothly to destination when player enters trigger
- Flying bot enemy
- Flying pulsing plasma enemy
- Spawn drop component
- Loot objects
- Player movement make noise which can alarm enemies - can be applied for run, sprint, jump land and crouch walk - each can have diffrent noise range
- Exploding barrel
- Button panel with IK targeting
- Physical material which make noise and alert enemies
- Enemies are able to alarm each other
- Destroyable cover points and vault for AI
- Shield for enemies with autoregenerated health
- Surveillance camera
- Dissolve material function
- Dynamic input change
- Enemies presets
- HUD notification
Feel free to ask questions.