Unreal Engine 5 - Overhead Enemy Details on Tagging (ALS #93)
🕑 Added 2022-08-06 04:27:19 +0000 UTCThis is episode 93 of the third-person shooter series based on Unreal Advanced Locomotion System. Today, I am going to work on how to show enemy details over their head when we tag them through the binocular. After tagging an enemy, in addition to the outline, a widget will appear above their head in screen space that shows an icon (that represent their rank or enemy class) and the distance to them in meters. The distance is useful when the player has to consider the bullet drop when sniping.
project files
https://www.patreon.com/posts/63654325
Comments
Thilina Premasiri
You know you can chat in discord right?
Shil
Sorry static mesh component
Shil
No I added a static attached to to the gun_AK skeletal mesh. When I activate the variable. It shows up only on the gun in the level
Thilina Premasiri
i was asking did you just attach a static mesh actor which contains the silencer to the gun blueprint instance placed in level
Shil
If I can get the attachments to go on the actual weapon, then I would not have to worry about loading attachments and checking to see which gun is activated and clearing all attachments.
Shil
Also you said something about adding it to the blueprint instance. How do I do that?
Shil
inventory, attachments, clothing, I just need to do a skill system. And quest system. Things I hope to incorporate are a cover system and a climbing system. Pretty much like jakubs version but it seems really technical.
Shil
I think I’m almost done some of my foundation work. Like save system
Thilina Premasiri
No. Not yet
Shil
One last thing. Did you manage to work on integrating the map with the waypoint and fast travel to the project?
Thilina Premasiri
Check the masterclass tier
Shil
Would you be interested in taking on a student and teach him. We would have to make a schedule and pricing. Only if your interested.
Thilina Premasiri
Yes. I am doing a job too. That also with unreal mainly
Shil
I know you make some money from the patreon but do you have other sources that are in this field that have as well. I have my 13 year son who’s becoming part of my developing “team”. Lol.
Thilina Premasiri
First video in open world series. That's where I started. Yes. I make some
Shil
Hey I was just wondering how long have you been doing this and how do you make an income from this
Shil
My attachment process is so stupid. I have the attachments attaching to the als anim not actually on the gun it self. It works.
Shil
I added only to BP ak47
Thilina Premasiri
are you adding that in the blueprint right, not just in the instance of the blueprint placed in the level?
Shil
Hi there, I bar a issue. Maybe you can help. I have the ak47 on display in the level. When I attachment some static meshes for attachments like suppressor, they attach just fine to the ak47 on display. But the ak47 in my hand, does not have the Attachments. They are the same blueprint. Do I need to update held object or something.
Shil
It works now. But there is still an error when lauching. It seems like it doesnt affect anything. Failed to import 'C:/Program Files/Epic Games/UE_5.0/FeaturePacks/StarterContent.upack'. Failed to create asset '/Game/StarterContent'. Please see Output Log for details.
Shil
Ok cool
Thilina Premasiri
it is uploaded now
Shil
Can you shoot me a message when the project will be updated, so I can download the new version and continue.
Shil
Yes the project works despite errors. Let me know if it was an something missing from the files or if it was something on my end. Because it’s puzzling me.
Thilina Premasiri
does the project work despite the error?
Shil
Sorry the shooter project. A error shows up when launching the project. Can’t import starter content.
Shil
Hey there, did you get chance to see if there is something wrong with the oroject
Shil
Also trying to do a search for the volume comes up with no results but I’m not sure I’m not sure for what searching for lol. “Outliner post volume”