Is that breakable glass included in the vanilla game currently since 5.3? I thought the old versions used a third party library for breakable glass which we probably don't have access to in the same way. Their current breakable glass BP is usable in game but it leaves a bit to be desired for multiple hits, fracturing, etc.
I don't think there's anything on the radar currently, but certainly nothing stopping you from rolling your own or going with something on the market place of course.
I would like to use it to modify a vanilla map, can you tell me how to save it? I save it, but when I reopen it, it reverts back to the data before saving....
World Building Placement, whether or not it allows Modded Maps to have the Animations, or not, Allow investigation of an area(s) or spot(s) Suspects will walk near it or directly to it, and has Each Managed Spawn has a cooldown and return feature.
This really is awesome! Patrols and Objectives in Custom Maps? Hell yeah
That sounds awesome. I would absolutely love a scenario where as soon as you bust down the door, most of the suspects run and hide in closets/under beds and don't just come out when you enter the room or yell. Would like to actually feel like I'm searching for them. It's very very rare that I actually open a closet and there's a suspect inside.
I haven’t done anything with pathing specifically so I’m not sure about patrols. World Gen is still pretty basic.
Custom AI archetypes are possible so you can influence their decision making somewhat. Not for the faint of heart though and usually involves a lot of trial and error.
Cover generation is implemented and demonstrated in the example map (AI will take cover).
Objectives are implemented and demonstrated in the example map.
I don’t think anyone has managed to figure out Beds / Hiding Spots / Hole Traversal yet. It may be possible though. If you figure it out I’d love to know!
It's not a complete routing system, but each 'World Building' actor has an "Investigate' Behavior that works.
So 'group1' has 5 spawns, and the manager decides how many to spawn and to randomize based on proximity or not. Connected to 'group1' is the Spawn Manager. this can decide randomization
'World Building' actors set to "Investigate" will pull a suspect(s) away from post to look at the area, you can string these along with cooldowns for each step.
---------------------------------------------------------------------------------------------------------------------------------------------------- I looked at what seemed obvious, however I still can't get a Mission Select Screen working but would really hope to.
5 maps from me like Ghost Recon/ Rainbow Six T-Hunt, all updated and advanced in AI Patrols, but not 100% functional when they could be, and the Public wants it. I hold out hope I can get a mentor.
Why are 98% of RoN's Archetypes hidden deleted from the Framework and even the Patch (or w/e it is, sorry no notes)?
I would love the Old Archetypes or that style of overriding their's because it's impossible to have enough time to make maps while recoding sh** that's already done : (
I haven’t done much with it yet but I believe it is just barebones at the moment to prevent crashing within the latest version. There’s a handful of tools included to make copies of archetypes from cooked archetypes after you import them.
The guide gets updated as people figure out things in a perfect world. A lot of stuff we just don’t know how to do yet especially brand new things. I’m trying to figure out stand-alone traps and hole traversal personally but haven’t had much luck yet.
[FIXED] Updated my .bat file and used that to .pak [FIXED]
I used standard civilian, suspects from Framework template, these actors :
NavMeshGen Roster Scenario Spawner Spawner Manager Envoron. like Lightmass Importance
Level Blueprint with Game Mode Override (world override) Ready or Not Level Script / Item Data (Class Defaults) Enumerator with GT None Blank Game Mode in Games
No errors even , i might be .paking the wrong way? The Old way is being used by myself now.
Shouldn’t be. There is an issue with cooked destructible vehicles having changed that’ll cause a crash but that is fixable by re-exporting those assets post-patch.
Thank you to the Unofficial Modding Framework and the Guide, didn't realize there was an updated url.
Update your Batch File to .pak your cooked maps. BurritoBandito solved ^ my issue! I recognized him from one of the Discords, he led me to the .bat file and any differences in UE4 to UE5 packaging and cooking.
33 comments
https://discord.gg/z3qvgjsA
I converted an old build with it, but Also
Breakable Glass with how many hits it takes to break?
Different types of shattering, a little, a lot?
I don't think there's anything on the radar currently, but certainly nothing stopping you from rolling your own or going with something on the market place of course.
I save it, but when I reopen it, it reverts back to the data before saving....
World Building Placement, whether or not it allows Modded Maps to have the Animations, or not, Allow investigation of an area(s) or spot(s)
Suspects will walk near it or directly to it, and has Each Managed Spawn has a cooldown and return feature.
This really is awesome! Patrols and Objectives in Custom Maps? Hell yeah
World Building Actors pull suspects away from their posts to the bar, then a cooldown, then back to their posts, on loop...
If you think of 14 Thugs on a Boat, a "Silenced Pistol Only" Challenge would be rockin'
Custom AI archetypes are possible so you can influence their decision making somewhat. Not for the faint of heart though and usually involves a lot of trial and error.
Cover generation is implemented and demonstrated in the example map (AI will take cover).
Objectives are implemented and demonstrated in the example map.
I don’t think anyone has managed to figure out Beds / Hiding Spots / Hole Traversal yet. It may be possible though. If you figure it out I’d love to know!
Managed Spawns
'World Building' Actors
It's not a complete routing system, but each 'World Building' actor has an "Investigate' Behavior that works.
So 'group1' has 5 spawns, and the manager decides how many to spawn and to randomize based on proximity or not.
Connected to 'group1' is the Spawn Manager. this can decide randomization
'World Building' actors set to "Investigate" will pull a suspect(s) away from post to look at the area, you can string these along with cooldowns for each step.
----------------------------------------------------------------------------------------------------------------------------------------------------
I looked at what seemed obvious, however I still can't get a Mission Select Screen working but would really hope to.
5 maps from me like Ghost Recon/ Rainbow Six T-Hunt, all updated and advanced in AI Patrols, but not 100% functional when they could be,
and the Public wants it.
I hold out hope I can get a mentor.
and even the Patch(or w/e it is, sorry no notes)?I would love the Old Archetypes or that style of overriding their's because it's impossible to have enough time to make maps
while recoding sh** that's already done : (
Not every Mapper is good with code, and there's no instructions that I've seen. :(
This is a new Framework, not a Patch. Thanks to the Creators, wish the Guide had more info on soft-objectives, other gameplay dynamics, etc.
But I know what you mean.
If by Hole Traversal, you mean 'trying to navigate thru rat holes in walls'...
Put a basic cube mesh in the hole, scale to size, and set to 'Actor hidden in game' = True
[edit] It's a Fresh Project, sorry.
I used standard civilian, suspects from Framework template, these actors :
NavMeshGen
Roster Scenario Spawner
Spawner Manager
Envoron. like Lightmass Importance
Level Blueprint with Game Mode Override (world override)
Ready or Not Level Script / Item Data (Class Defaults)
Enumerator with GT None
Blank Game Mode in Games
No errors even , i might be .paking the wrong way? The Old way is being used by myself now.
Update your Batch File to .pak your cooked maps.
BurritoBandito solved ^ my issue! I recognized him from one of the Discords, he led me to the .bat file and any differences in UE4 to UE5 packaging and cooking.