| Name | Version | Update Info | Comments | Status |
|---|---|---|---|---|
| Advanced Third Person Shooter Project | 4.25 - 4.27 | First Release | Non-Available | |
| Advanced Third Person Shooter Project | 5.0 - 5.1 | First Release | Non-Available | |
| Advanced Third Person Shooter Project | 5.0 - 5.3 | First Release | Non-Available | |
| Advanced Third Person Shooter Project | 5.0 - 5.6 | UPDATE - V1.5.3 | UE5 READY |
Important notice!!!!
You might see 2 bug when you first run PIE
1. Error message: compile error for CR_ProPose_UE4, just need to click on the hyperlink and manually compile it, it will compile successfully, don't know the cause of it but likely related to accessing public control rig functions. this error doesn't affect your packaged version so don't worry about shipping.
2. Hit play and goes to auto pilot mode when there's an AI in the level, this is likely due to a change on engine side, usually happens when you switch from ue5.5 to ue5.6, you can fix it by going to BP_TPSBaseChar, find a component called Gameplay camera, and check it's details, it the "Auto Activate" option is checked, that the cause, just need to uncheck it and it will be fixed.
For more details please refer to the #bug report section on the support discord
New demo featuring Motion matching integration and a brand new ProPose system(data table driven animation adjustments), (Mega/BaiduDisk)
v1.5.3 is on UE 5.5 and 5.6
Motion matching fully integrated and customized for ATPS
Added ProPose system, a procedural pose adjustment, now you can easily adjust poses to your liking, also good as a quick fix for inaccurate retargeting results
Updated enemy AI with cover and motion matching traversal capabilities, as well as new combat behaviors
Added a full set of new Aim offsets to pair with motion matching.
Added new in-cover actions for corner traverse
various bug fixes and improvements.
*v1.5.2 fixes 2 small issues discovered since 1.5.1. These are very easy to fix(within minutes), no need to scrap your work. Search for "v1.5.2" in "BP_TPSBaseChar" and "CR_FullBodyIK_UE4" and "CR_Mannequin_BasicFootIK" for the changes
* v1.5.1 is mostly a bug fix update, all known bugs are fixed since 1.5 release. I also added some cover related UIs.
Fixed sprinting not replicated in some situation.
Fixed T-posing when wielding shield only
Fixed taking cover towards stairs, and IK overlapping when taking cover on stairs.
Added a layer for foot IK and cover IK which you can link into your main anim instance, thus fixes the issue that turn in cover montages are overriding IK adjustment.
Applied a simple fix for client side weapon attaching issue, this might see some extra updates in the future.
Added cover UIs and block fire Icon when in cover, to add these into your current project, search for "1.5.1" in both BP_ATPSPlayerController and BP_TPSBaseChar for the code you need to copy over
Join the support Discord Server if you need assistance.
v1.4 The Gunslinger Edition preview
1.3.2+ (some features in next update)
1.3 update demo video (multiplayer support)
Older Demo Video
Quick Integration with ALSv4 (for single player only, require a few additional step since v1.3, contact me if you need assistance)
Added in 1.2:
Recurve Bow - Youtube or Bilibili
Weapon handling:
Pickup weapons, equip or holster them, switch between weapons, quickly switch to your side-arm, throw your current weapon away or replace it with a more desirable one.
Dual wield Pistols and shield
Reload animations include AR/Bolt-action/Pump-action shotgun/Machine pistol/Revolver/Sawed off shotgun and Bow, more to come.
Realistic Ammo management.
Toggle fire mode from auto to burst or semi-auto, customizable for each weapon.
Automatically adjust aim-down sight animations to fit weapons with different aiming baseline.
Multiple right hand and left hand grip pose to fit your weapon.
Creating a weapon with easy:
Create a customize weapon with easy, weapon logic supports automatic/burst-fire/semi-auto/single-shot(pump-action/lever-action/bolt-action/bow).
Give it some basic parameters, a skeletal mesh and some beginner level animations, then you got yourself a working realistic weapon.
Bullet-counted reload available for your classic shotguns/lever-action rifles and revolvers , load your weapon 1 round or several at a time, logic supports revolver speed loader and shotgun double/quad load(Animations available soon).
A wide range of customizable parameters including: muzzle velocity/RPM/chamber size/Mag size/fire mode/ammo type/rounds per load and recoil.
Third-Person Shooter Parallax Compensation:
Automatically compensate parallax that comes with over-the-shoulder camera
Customizable Demo Level:
An easily customizable CQB course that keeps track of your best score. Test out your new weapons and brush up your skills after a long day of dev work.
Battle against endlessly spawning enemy AI army, odds are against you, but at least you have an endless supply of weapons and ammo.
More contents will be added in future updates:
Weapon and Character perks/skills
More weapon types and animations will be available soon, including bow/crossbow/flame thrower and laser
Attachment system include various grips/sights/muzzles/Stocks
Throwable weapon like grenades and throwing knives
Tactical gears like riot-shield and combat knife
dual-wield system
Full-height and half-height cover system
Switch shoulder and firing hand
Network replication
Update log
v1.5 is a big update focusing on the newly added cover shooter feature, try the demo above for.
2 handed weapons and bows can now be wielded and operated in the offhand, lots of cool new animations added for these deadly long weapons.
Simplified Anim BPs for better support-hand IK.
Added BP_SCSComponent, housing the majority of the cover system logic.
Added linked anim layers for all weapons long and short and all wield status.
Added automated clipping fix to reduce character mesh clipping into cover.
Dynamically support different cover height.
Easy to use in level design. No need for custom actor type, or custom collision/Object type, simply place a flat or reasonably curved mesh into your level, if it blocks the visibility channel, it can be used as cover.
Modified camera system allows much better in cover view.
Adjustable in cover exposure, for your own gameplay style.
Left and right cover to cover move is available now, more cover to cover moves will be added in future updates.
And as always, multiplayer ready.
v1.4.3 is only available for UE5 as I'm considering moving on from older engine versions. (UE4 skeleton will always be supported though), if you do require an UE4 version of this project (4.25-4.27), please contact me directly.
Added dual-wielding 2 handed compact weapon.
Reworked Anim BP with lots of improvements.
Remade some animations, for both UE4 and UE5 mannequin.
Fixed an issue with the bow's 3 pin reticle, now it indicates the correct distance for different screen size.
Arrows now stick to surface/character when hit. This is a start, will continue to improve this when I begin with bullet penetration.
v1.4.2 The Gunslinger Edition:
Fixed a bug preventing AI to shoot a bow
v1.4.1 The Gunslinger Edition:
Added a feature allowing main-hand 1-handed weapons to be switched to off-hand
various bug fixes
27/07/24 by ZBSmyg
无论是项目本身还是开发者,都非常棒。后续问题也都能够协助解决,非常感谢!!
This Product Is AWESOME !!!!
24/07/24 by SnowBunny_Elle
Not only is it currently awesome the creator/designer updates it and adds to it. If there is an issue he fixes it. He responds to messages and stands by his creation and respects his buyers. That's a rare quality here. I will say this...what you see in his description and video IS what you get...and maybe a little more. That's my experience and opinion.
Excellent Project and Excellent Support
29/06/24 by SupremeMaximus
This project is doing things I have not found anywhere else, and the creator is awesome. I have never had such amazing support. He spent hours with me trying to figure out my issue. Hands down the most helpful creator I have meet on the Marketplace. The project itself is fantastic. I really like everything about it.
Everything is Amazing
17/05/24 by CVoiceOfficial
The support for this project is Phenomenal. The project is a real good one as well and I can't wait to see what gets added next.
Absolute Best of the Best
22/03/24 by InfiniteMatterX
First time im saying this but not only the asset is really good, but also the developer is one of a kind, helped out to make it work n my specific project demands and everything is working great just as i wanted it.
Poor optimization, unhelpful seller
06/12/23 by roflgate
Unoptimized mess. Totally unsatisfied with the product, seller refuses to provide a refund. Lots of hard references and tons of logic on tick. Would require major refactoring to get this project ready for anything serious.
Seller requests "evidence" of the problems, I provided them, he stopped responding, and never responded to the refund request.
The character class alone weighs nearly 1gb in the size map. There is tons of logic running on tick. This template is unoptimized, and the seller has no care to stand behind his product. It's a well presented asset but it's not optimized and the seller doesn't care as long as he's secured the sale. $110 in the garbage as I won't be using this.
Best asset on the marketplace
28/07/23 by Synaster Shred
ATPS is the best asset on the marketplace, all of the locomotion features are top notch, the cover system, the weapons, and all the features this asset contains is incredible. The developer is very active on the discord, and willing to help out at any time, and there is so much more to come for this great asset, I just cannot recommend ATPS enough.
Looks like I forgot to leave a review
12/06/23 by Anders_Dreth
ATPS has been my main go-to product for third person games involving combat, it's really solid!
Discord for verification:
#anders_dreth
One of the Best TPS systems I have used
10/04/23 by PakN Heat
This is actually long over due I have own this system for some time and have watched it evolve into what it is now. Since then it has become the staple of what a TPS gunplay system should feel like. Its very fluid in its aiming and reload holster animations. some of the best I have seen in any TPS out the box, and its accuracy is amazing. I do wish it had more locomotion states but after some time into the blueprints I was able to impliment this myself I dont use ALS like alot of the other comment suggest but going threw its intergration tutorial taught me how to impliment what I wanted to without it. I picked this up before duel weilding sidearms,smgs was a thing and the next exspected update cover system locomotion looks amazing I would check out the clips of his WIP if your even considering this template. I strongly recomend this template and is the core of my main shooter project Thinking RB-6 in TPS.
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20/01/23 by Huracan873
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Great asset and great support
12/12/22 by kevytmaito11
I think this product has good value. Everything you need to create a working 3rd person shooter also for MP. Creator was very helpful with the integration to ALS.
Great Asset and Awesome Support
01/11/22 by VageTV
This is great if you want to create a third person shooter game, also the creator on discord will help you if you have any problem or question!
Great Support and Perfect weapon weapon system base for me.
18/10/22 by DermGod
I have been searching for a 3rd person shooter template to spare me the months of work needed to get a working prototype up and running. I spent a lot of time AB'ing and testing many different marketplace offerings (i.e. Ultimate Shooter Kit, Third Person Shooter Kit v2.0, Survival Game Kit V2, Character Interaction/Skills, etc…). Some are fantastic if you want to use as is, but are not very flexible or easy to adapt to my specific game needs. All the sytems have significant advantages - just need to figure out which one fits your experience/skill level/needs.
After all this, I chose this Advanced third person shooter (ATPS) as my base template. I used the proven ALSV4 system for basic locomotion and integrated the ATPS with it. The creator of ATPS just made an excellent ALSV4 integration video (step-by-step). I now have a flexible base template that suits my needs. I have enough working knowledge of UE5 and blueprints that I modifly and integrate functions as needed. I just added navigation and maps, etc.. fairly easily and am excited to keep adding unique functions - something I could not easily accomplish on some shooter systems as they were fairly complete as is, but were beyond my skill level to tweak effectively.
The support offered by the creator is outstanding and timely - very impressive. This is an excellent base template!
Great just got greater!
31/08/22 by Yu Yaeva
This asset was already one of my favorite templates to use, and with this latest update got downright amazing with the addition of Dual Wielding one handed weapons. 5 stars!
hey this is the best shooter
22/07/22 by See you made me
hey I saw your email and i added you on discord .. please lets continue to speak on there . (email is a bit slow) but thank you for making this asset ..its really great
Attention to Detail
07/07/22 by CoolIGN
If you are looking for a 3rd Person Shooter template, this is the only one I can recommend . Quality, attention to detail, high level of commented blueprints, it's all here. The only thing missing is proper documentation, but that is offset by the blueprints organization and the publishers quick response to questions and willingness to help. This asset is easy to get started with, and even easier to get assistance with. Reaching out to the publishers, and getting a response back is quick and easy, leading to timely resolutions of whatever problem you might have.
In this project the way the character adjusts to compensate for aim distance adds a lair of realism to it's feel. The combat, weapon switching, reloading, and positioning is realistic. It is replicated with server authority. It is also build in a way that promotes expandability.
The thing I like most about this asset is that it works as intended, attention to detail is great, and the level of support shows how much the publisher cares.
Perfect Detail
24/03/22 by RealmDelight
full detail project, come from BiliBili, ZuiGeng ZuiGeng
Awesome
28/01/22 by Lord.Stormrider
Awesome project! And if you have questions or need suport this guys is aways ready to help you out! I really like it!
Good product, good support
21/11/21 by BIGTIMEMASTER
Has thoughtful features and the author is helpful and responsive.
Ability to integrate with ALS4 with a nice step by step tutorial makes getting a solid, professional feeling character controller for prototyping a shooting game is really easy.
Amazing system for any kind of shooting game you want!
13/10/21 by NKMW
This system is great and has a lot to offer for your project. If you need support from the creator, you can always contact him. Definitely recommending it!
Nick!
Need a tutorial
08/09/21 by Catering
The system looks great but it is complex for understanding. Please do a tutorial so I can integrate this better into my game.
09/07/24 by Jamie Shefford
Just Wondering if you can add a switch to 1st person at some point
Response:
Yes sir, FPV will be added in one of the 1.5.x updates, I will share some progress on discord after the next update
I want to buy it but…
28/04/24 by B righteous
So I already have a weapons system within my game & I’m looking for a good cover system. How involved are the weapons in relation to the animations of the overall cover system? can I still utilize my weapon system with this cover syste?
Response:
Hello, if you already have a weapon system and are only looking for the cover mechanics, you can take a look at my other project Smart cover system, this is a standalone version without the weapon handling logics in ATPS, I also have a few integration tutorials for SCS (you can find them on SCS page), should help you get to know SCS a bit better before you buy. Cover mechanics wise, ATPS and SCS are the same, and will receive the same future update, so you won't miss anything.
Hope this helps, and you are welcome to join the support discord if you have more question, let me know if I can help : )
Motion Matching
17/04/24 by GRIT1977
Will you have support for Motion Matching in 5.4?
Response:
Hello and thanks for considering ATPS, I am planning on adding motion matching sometime after 5.4 is officially released, it is a nice feature and I think it will be a great addition to ATPS. However I can't guarantee when it will be fully implemented, as some animation tweaking might be needed to fit some of ATPS weapon aim offsets. You can join the support discord for progress updates.
Please let me know if you have other questions
Would this work in a top-down scenario?
14/12/23 by DugiHowser
Thank you for answering my question and you helping would be amazing! Currently I am still working on my camera settings and other little bits before moving over to movement and combat. Once ready to move forward and purchase I will contact you if that is okay? Thanks again!
Response:
Sure, you are welcome to join the support discord if you have more questions : )
Would this work in a top-down scenario?
12/12/23 by DugiHowser
I am working on a top-down shooter, I understand that this made for 3rd person but would it also work in my application? Please let me know, very excited about this. Thanks
Response:
Hi, Thanks for taking interest in this project, and for this great question.
I have given it some serious thought in my spare time. I think it's doable, and without having to change too much of the code. If you haven't contacted me about this, I would probably add it myself in one of the future updates.
There's only a couple features require the third person camera. Parallax correction for example, shoots out a line trace from the cam to work out how much more aim yaw should be added to cancel out parallax, but in top down mode, parallax shouldn't be too visible to begin with, even if it is, we should be able to make it work with some simple setup. Also, the shooter function have projectiles generated at the muzzle, so nothing is shooting out of the camera. but for accurate bullet landing, a target point is needed from another line trace from the cam, nothing to worry about though cuz we can use the same setup from parallax correction.
I also have some ideas on top down shooter, like how to target aerial objects, how to repurpose the pick up scanner for top down, if you decided to purchase, I can work with you to make the changes.
standalone cover free?
30/11/23 by AlphaHemi
I was just curious if you offer the standalone cover system for free or discounted for customers who already purchased the full ATPS already? also is there any way to get a version of ATPS using the weapons from lyra and without the ue4 skeleton? Thanks for your time
Response:
Hi AlphaHemi,
Cover system is already included in ATPS post v1.5, if you already have ATPS, you get whatever SCS has, BPs and animation. They come already integrated into ATPS and will be updated at the same time.
The weapons in SCS are from lyra but they are just skeletal mesh for display only, no shooting logic. That's about the only things SCS has that ATPS doesn't.
Hope this helps, please let me know if you have more questions : )
Adding own character
20/08/23 by SilverRoze88
This looks really good. The most important aspect though is simplicity to add my own character so I'm not stuck with the demo version. If there is an auto process in place where I can simply drop in my character and animations or a step by step guide put together to get me up and running very quickly?
Response:
Hi, Thanks for taking interesting in this project.
This project use UE standard skeleton, animations for both UE4 and UE5 are included so buyers won't need to retarget on their own.
As for simplicity when swapping out the mesh, if your character has exactly the same skeleton as UE standard skeleton, either UE4 or UE5, you can set it to be compatible with skeleton from this project or simply replace your skeleton with the provided skeleton.
If it has the same hierarchy but bones are not positioned exactly the same, you can still use the "set compatible skeleton" method, but some tweaks in the retarget manager might be required.
If you are not using UE standard skeleton, for example a character from mixamo, then you can still retarget, it might take some time to get it right, but the process is still pretty straight forward.
If you are not familiar with the methods above, don't worry, there are lots of tutorials on youtube for setting compatible skeletons or replacing skeleton. And if you run into some issue in your practice, I can help you figure it out.
Hope this helps, please let me know if you have more questions, also you can join the support discord, you can find the invite in the description page.
inventory system
11/08/23 by McbtvSjK3EQI
wow congrats on such a polished product it looks wonderful.
are the weapons currently managed with an array ?
have considerations been made for integrating the current framework with a 3rd party inventory db system?
not sure the best approach on getting an inventory db system working with your product but i would even be open to dedicating some db fields that are linked to the array somehow or replacing the array outright. is there any guidance availble on this?
i have asked the above question prior to purchase on a few other systems and the answer was yes however it should have been no so i am a little hesitant.
Response:
Thanks, weapon defining parameters (like your damage/rpm/fire mode/capacity etc.) are defined using separate variables, but it won't be too difficult to make a data table to handle this if needed. if you are not looking for lots of weapon varieties, you can use pre-defined weapon references in your data table, might be easier to handle this way.
In ATPS, each weapon struct has a reference of the weapon actor it self (for blueprint communication), what type of weapon it is(for weapon handling animations), which socket it should go to (for where to attach to and what equip and unequip animation to play) and if this is an offhand slot (for different equip/unequip animations and different handling in dual-wield situation)
If you add these to your inventory system, you should then be able to call ATPS weapon handling functions
Then again, this is only in theory, without knowing much about the system you use, there's no guarantee it will be this simple. but if you'd like we can find sometime to take a quick look at the system you use, might give both of us a better idea.
Hope this helps, if you need assistance, just give me a shout on discord : )
Adding to project
23/07/23 by BboyJMC
Is it possible to add this to my current project? as i don't want to change my animation blueprint as im trying to just add a gun system like this to what I have coded already, without losing his current abilities. Also is it possible to valt, wall run or jump and shoot using this set up?
Response:
Hi, Thanks for taking interest in this project, you can add it to your current project by reparenting BP_TPSBasechar to you character class, and link animations using linked anim graph. Here's an example of integrating ATPS with ALS v4 community version, the exact steps might be different from project to project but the general approach should be mostly the same.
as for vaulting and wall running, those are not available at the moment, vaulting low cover will be added within one of the 1.5.x updates, no plan for wall running at the moment. That said, ATPS upper body animations are setup to not conflict with lower body anim montages, there's a locomotion dedicated anim group, several anim slots and a blend weight system in place for that. I use this for cover movements, if you wall running is implemented using anim montage, it shouldn't be a problem to run and gun as long as you set the montages to this group. If it's setup as a animation state, it should be even simpler.
You are welcome to join the support discord, if you run into some issue integrating with you current project, I can assist you over a call and screen share.
Hope this helps, please let me know if you have other questions
Motion Warping Not Valid
15/07/23 by LaFlameLaFleur
I am currently working on a project and I am getting an error that reads SCS Component: Motion Warping Invalid.... I have the plugin installed. This issue just came out of the blue. My TP Character no longer moves or anything ....Please assist
Response:
Motion warping not valid is a warning I added in BP_SCSComponent, this means, motion warping component as an object reference is not valid or is empty. This object reference is set using the SCSInitialize event which is called in the BP_TPSBaseChar blueprint at begin play.
To fix this, please make sure you have motion warping component feeding into "SCSInitialize" inside "BP_TPSBaseChar"
Hope this helps, please let me know if you need assistance. also don't forget you can join the support discord: )
Wish Listed!
04/07/23 by TechLord
I want to purchase this. Ease of integration is my concern. Can I add this to existing Character with Custom Camera System merely with Component? Is the AnimationBP also modular (Linked Anim Graph) and can be easily added to existing AnimBP? Looking forward to your response.
Response:
BTW, you can join the support discord if you have further questions : )
Is this tested in the Lyra Framework?
04/07/23 by LookN4UElFriends
How hard is it to merge or migrate this project into the Lyra Framework?
If so, will all players inherent these behaviors?
Do the actions for the player also transfer to the AI, or will I have to make my own smart AI?
Response:
Hey, thanks for taking interest in this project.
ATPS was created before lyra's release so it wasn't really created to pair with Lyra. But I would say if you have sufficient knowledge with Lyra, it shouldn't be too hard to use lyra's base anim BP for locomotion, and ATPS for weapon handling. After all both projects follow the same "traditional" Epic game locomotion setup.
As a general direction you can parent ATPS base character class to Lyra's character class, and by pass ATPS locomotion using lyra's unarmed Anim BP instead for locomotion. No worries if you don't feel confident enough to do this all by yourself, since the release of ATPS v1.5, I have been gradually implementing more and more lyra locomotion system into ATPS, distance matching, orientation warping and all that glory some of them are already in place with a different but similar approach. It will be done piece by piece sometime in the future.
As for AI, ATPS has some basic AI setup included for testing, but AI behavior hasn't been updated since ATPS v1.4 which means dual-wield and cover behaviors are not included ATM. I do have a plan to update the AI behavior to utilize dual wield and cover later in the v1.5 lifecycle though.
Hope this helps, please let me know if you have more questions. btw you can join the support discord if you find it more convenient.
Enhanced Inputs
26/05/23 by HeroicMaster
Any plans to add enhanced inputs? Would make game controller and custom mapping much simpler and future proof.
Response:
Thank you for the suggestion, will have them ready in the next update.
Demo Review
22/05/23 by Synaster Shred
I have been waiting on the cover system to release, and just had a chance to try out the demo...WOW!!! this is exactly what I was looking for, after testing out all the features, I'm really excited for this to release, was only looking at the Cover System, but after giving the demo a try, I plan on purchasing the whole system, really great work!!!
Response:
Thank you so much, the update has been uploaded, just pending review for the time being, hopefully it will be ready this week. I'm glad you decided to chose this main project, more contents will be added, hope it will continue to impress : D
Discord
22/05/23 by Synaster Shred
Have you considered adding a Discord Channel? It would be a great way to communicate with people who are interested in your assets, and a good place to show off the potential of these assets. It’s a really good idea, in my experience most people who buy marketplace assets need help using/ integrating them into their projects, and just getting help in general. It’s nice to have a community that is involved in assets like these, people that can help. I really hope you will consider adding a discord channel.
Response:
Actually I do have a discord channel for support, although it's buried at the bottom of the description page, here it is: https://discord.gg/PqaFMN6uD6
And welcome to this community : )
Cover System
21/05/23 by Synaster Shred
How are you? Just checking on how the cover system is coming along? Been waiting for this to release, I’m excited to get my hands on it! Hope all is well.
Response:
Hi, I am well, thank you. I finished development sometime last week, the updated version has been uploaded to the marketplace but still under review, if all goes well you should be able to see it sometime this week. I also put a demo on the page, you can give it a try if you want
Release date for new update with improved ATES?
15/05/23 by joshuameliorate
A very fine day to you,
I hope that you are well.
May I please know when the release date is scheduled for the updated product with the improved cover system?
Also would you be open to doing some paid contract work? If so please provide me with the best email address.
With kind regards.
Response:
Hello Joshua, a fine day to you as well.
The new update is almost finished, still have some cleaning up and commenting to do, just want to make it more presentable and user friendly. Should be only a few days away now.
I am open to freelance work, here's my email: [email protected], or you can find me on discord: deandomino#9832
All the best.
when is next update due?
13/04/23 by MEXpartan
Thank you for your previous response. I'm just wondering if you have an estimated time on when would the new update would become available. If it is not coming anytime soon, I would invest some time in implementing my own, since they are key to the core gameplay of my game. But if they are soon to be released, I might acquire the asset now and wait for a bit while I focus on other areas of my game.
Response:
Current estimation is sometime before May, should be ready by then.
Sprint and Holster Weapon
12/04/23 by MEXpartan
Hi, this pack looks much better than other projects and I think it would fit my needs. I'd just like to know if your locomotion system would allow me to implement sprint, dodge and lowered weapons with ease.
Response:
Hi, the locomotion system will be expanded in the next update, lowering weapon and sprint will be included in the next update, it should be very simple if you want to implement your own setup. similar for dodging, in the next update a new animations group for locomotion will be added so weapon handling and locomotion montage will be able to run in parallel, if your dodge function uses montage, then it should be as easy as to switch out an anim group and adding some cuvres. Hope this helps, please let me know if I can help you with anything else : )
Inventory System
15/03/23 by Synaster Shred
Was hoping to suggest you adding a jigsaw inventory system, with the upcoming cover system… this would be an amazing pack… please consider my request.
Response:
Thank you for the suggestion, inventory is not a top priority for the time being but I will look into it.
Single player, data assets, component, gun packs
03/01/23 by aoshi11
Hi, I have several suggestions/questions
1) I love this pack and will probably get it because of the animations and some dual wield logic to study. But would it be possible that you make a separate single player pack or at least a single player version via github for verified users without the additional nodes and logic for multiplayer. I only know basic replication and sometimes its too cumbersome for me or probably for newer users to see the replication logic added.
2) are you using data assets to store the variables for each weapon? As i think that would be easier to integrate to newer inventory system using data assets.
3) I think you should make a third person weapon pack with animations that we can add to this template, like additional new gun and melee weapons: other variation of pistols, shotguns, smg, rifles, sniper, LMG, minigun, WW1/2 weapons, crossbow, rocket launcher, rpg, machete, combat knife, axe (1 and 2 handed), spears, etc.
4) See arrow projectile mesh and penetration on surfaces instead of just VFX explosion
5) And yeah it would be cool to put some core logic to components for easier integration.
6) Do you have roadmap for new features? Would like to suggest more melee logic (combos), prone logic for vents, more interactive puzzle type logic, simple quest system and simple UI system that can be expanded.
Thanks
Response:
Hi, thanks for taking interest in this project, and also for the great suggestion.
1) This pack was only updated with multiplayer feature on version 1.3, most of the logic aren't that different from pre 1.3 which is all single-player. I kept the legacy project and can share it with you for comparison.
2) I am using data assets but it's for character weapon handling animations, for weapons though, they are actor based objects.
3) I have considered this, just haven't got the time to do it. maybe this year.
4) It's on my to-do list, will implement it along with bullet penetration.
5) component, I thought about that, but it would be too much work for now when I have more features to work on, might get back to this when I'm done with all the planned features.
6) So next 2 smaller updates include some animation fixes and replacements for UE5 characters, will also include dual-wield 2 handed compact weapons, then I will add a new 2HC weapon into this pack for free. more options for mix and match dual-wieldable weapons and all that. After that I will working bullet penetration and some locomotion updates(distance matching and animation warping). and that's about the end of v1.4.
Other major features in the future will include melee, throwables, laser/flamethrower types of weapons, crouching stance. cover system. firing from cover, I might have missed something but there's a short list in the descriptions, I already went through some of them since initial release, and will continue to do so.
Hope this helps, and if there's anything else I can help with, just let me know. : )
And happy new year!
TPS_Basechar
12/12/22 by kevytmaito11
Would it be possible to put some of the TPS_Basechar actions/features to component or to create it a little bit more modular? I am using your system and integrate it with the melee+moving system, so it would be make it more easier to integrate with different systems, I think.
Response:
I see you already saw the integration guide, so you probably know my approach. I have a covid situation right now but I should be back to work in a few days. why don't we do a goggle meeting when I'm back, you can brief me with your specific issue and I will help however I can
Next update
11/11/22 by AlphaHemi
Any idea when the new update using the ue5 Manny rig will be available?
Response:
Almost finished, will be ready in a couple days : )
Advanced 3rd person shooter?
06/11/22 by Deep Elements
Where is the AI?
Response:
Do you mean in game? There's a map called "AI Battle", in this level Enemy AI will spawn/respawn at various spawning points across the map (mostly around the tower). You can select this map from the dropdown list when hosting the game.
UE5 skeleton?
19/10/22 by AlphaHemi
Is there any documentation or tutorial of how to add the system to the new UE5 character skeleton?
Response:
Hi AlphaHemi
I have been working on an IK retargeting tutorial, I will also include new UE5 character in this project in the next update, v1.4.3. ETA 2 weeks I think.
Help please
14/10/22 by AlhpaWolfDale
Is there any documentation on adding a weapon? i cant work out how to position the mesh correctly in the hand
Response:
Hey Dale, there are several ways to do this, you can check if your new weapon mesh has a root bone or something similar that can be used to offset the rest of the mesh. if so you can create a pose to offset the other bone to the wanted location(you can do this within the editor).
If not, no worries, you can add a scene root component in you weapon child blueprint. put the mesh under it (not below but under), and offset the mesh from the scene root. (without a scene root your mesh is considered as the root component and offsetting the mesh won't work at all).
Please let me know if this works for you and if you need further assistance, just give me a shout.
I can make a detailed tutorial for this, but it could take some time, so feel free to contact me for one-on-one support.
Part 1
21/09/22 by Yu Yaeva
What is part 2 going to be?
Response:
There might not be a part 2 since I already added some of the planed content into part 1 lol, I think I will finish up the planed features first, then move on to make some individual weapon packs, each will include everything you need to plug into ATPS, so there will be (hopefully) plenty of assets fully compatible with this project. That said, I do want to try making some gun-fu stuff, maybe that will be part 2.
melee would be perfect
20/09/22 by Brayking
any melee weapons or hand to hand combat?
Response:
Hi Brayking
There's no melee weapon yet, but I do plan to slowly add some melee features in the future, for example since I added riot shield and dual-wield in v1.4, I will be adding dagger as a dual-wieldable weapon, at the same time will add shield bash and pistol/dagger melee move. That said, I haven't decided how prioritized this will be, so no release date for now.
For hand to hand combat however, I don't really have a plan for that.
Hope this helps, please let me know if there's anything else I can help with.
All animation included ?
07/09/22 by HVS_RHS
Hi, does all animation are included in pack ?
Response:
Yeah, everything you see in the demo/video are included in the project : )
Dual Wield
10/07/22 by JedidiahTheWolf
Hi when will dual wield be available?
Response:
Hey I'm sorry for the delay but v1.4 with dual wield system is now ready. please check it out when you have time. hope you like the new features.
Documentation site
11/05/22 by CoolIGN
is there documentation with a general setup or quick start guide?
Response:
Hi, thank you for taking an interest in this project.
There isn't a separate documentation but I do keep very detailed comments and instructions within the blueprints. Btw, in the latest version (v1.3.2) I've made some changes to make it much easier to retarget or integrate.
Other than that I also provide video conference support if things are unclear.
Hope this helps, please let me know if you have more questions.
Custom Meshes
24/04/22 by GL3N3TIVE
Hi, love the amount of detail you have put into this pack, amazing job!
Just had a question. I would love to ultise this pack for a game I want to make, mostly because I am not amazing at programing, but I was wondering how customizable this pack is in terms of meshes? Is it easy enough to change out the weapons and play model without changing too much of your work?
For context, the game is going to be set in a sci fi setting.
Thanks
Response:
Hi, I would say creating new weapons using new meshes is very simple, especially if you already have the animation assets ready. All you need to do is define what this weapon is like by setting up the parameters, things like weapon type, handling type, mag size, recoil, fire rate, reload method, fire mode, damage and a lot of other properties. You can customize all of these without changing any code.
Most of the required parameters are very easy to understand but some may be a little confusing at start, no need to worry though, because I will be there to help explain how everything work.
You may need to add/change/rename a few bones for your weapon mesh, and make some custom animations if you don't have any, that's about the majority of the workload.
Hope this helps, please let me know if you have questions, and thank you for taking an interest in this project.
Domino
Demo playtest
22/04/22 by MetroBorderlands
About ready to buy this, but can`t download a demo play from mega like password is incorrect, please make it without, another link is something hard to understand anything to download
Response:
Hi, thank you for taking an interest in this project.
The password for demo is automatically embedded in the link, but looks like it will be removed when the marketplace redirects you to mega. I will upload a copy to Google drive. For the time being, please try this link:
https://mega.nz/file/4l0WGSbI#zJgw9Q5yY_5qLpv0gK03_Onv1tERY7OBLz1qZY1_I2I
And let me know if you have any other questions.
Domino
I was so close to buy this
14/02/22 by VageTV
But the price is now duplicated, i think is for the 1.3 update (?), i hope to see it discounted anytime soon, i can't afford it at this price, i'm a bit sad but... looks so cool, nice work.
I will surely buy it at the first discount :p
Response:
Hi Kalakus
Thank you so much for your interest in this project. I did raise the price for v1.3 update, a lot of effort went into this update making it multiplayer ready. I'm so sorry to say I don't have an immediate plan for discount at the moment, maybe sometime before the next big update? I can keep you posted if you want.
On the other hand I'm not planning to raise the price again anytime soon so no rush : )
Meanwhile if you have more questions or suggestions I'd be happy to hear them, my contact info is in the project description, maybe your idea will be fast-tracked and implemented in v1.4 : P
Discord?
03/01/22 by MrMorganGamez
Do you have a discord? this is absolutely something that has my attention, but I think questions are best suited for discord or email? But I prefer Discord
Response:
Hey
Thanks for taking interest in this project. Yeah I do use discord, here is my ID: deandomino#9832. I also use video conference for support, so when you do need support, just drop me a message : )
Any documentation or support site?
18/11/21 by BIGTIMEMASTER
Hi, is there any documentation or discord server/forum for support?
Response:
Hi, I don't have a separate documentation, but I keep detailed comments within the blueprints.
As for support, I can provide assistance over video conference. Don't have a discord server yet, but might set one up when I finish with version 1.3 update.
If you need support you can contact me via support email: [email protected]
Hope this helps, and please let me know if you have more question.
Can you add this to existing projects Or Do you create a new project using this?
05/11/21 by Cenobite69
As the topic says can i easily add this to say a melee third person complete blueprint that has it's own game system and inventory system, Some blueprints lack certain features so i was wondering does this blueprint make it easy to add ballistics into into a game that has very little modern weapons. Since you could basically code near all perspectives into a game or add any function is this blueprint best used created from scratch or added to a current project that has AI or some form of it, does it have any major conflicts if used with other blueprints?
Response:
Hi
I would say it's not hard to add it to your project.
Most of the character logics are within base character BP and baseweapon BP, one use character class as parent and the other use actor as parent class, so it should be easy enough to reparent to you existing character class.
Also there's almost no calculation done within animbp so for animations all you need to do is to retarget my skeleton to your character and copy the animgraph over to your animBP.
I have a video of ATPS integrating with ALS v4 in the description, it's about only one or two hours work. May not be exactly the same for you project but it should be somewhat similar.
Also you could always contact me for assistance, support email is in description.
Hope this helps and please let me know if you have further question.
Cover system integrated
28/08/21 by Igoryanich777
How about cover components? Shooting from corner? crawling around the wall and so on.
Response:
Hello
I did plan for a cover system, but that will be part 2 of this project, for now I need to add a bit more ranged weapons with different grip poses/handling animations. like a bow or a flamethrower. Then throw in some melee weapons and functions. Part 2 will begins after that.
Demo Doesnt work
17/08/21 by CloudyShiba
Might wanna fix the demo man, downloaded it, doesnt work.
Response:
Hi CloudyShiba
Did you get any error response? I just tested on my office laptop and it works just fine.
Will there be AI?
14/08/21 by Raztilen
I know this is asking a bit much, given the low price and what you have and plan on including,
but do you ever plan on creating AI for the project?
Response:
AI is already included, watch this
There's an AI battle map in this project, including spawning point for weapons/ammo/enemy AIs, as well as a game state that keeps track of the number of enemies alive(so your computer won't blow up), all for convenience and customization.
add more
11/08/21 by Brayking
I need melee weapons as well looks cool do you plan on adding?
Response:
Absolutely. The nearest plan for melee is off-hand dagger with pistol, and riot shield with pistol. Other main hand melee weapons gonna have to wait though.
Custom work
08/08/21 by Spidey Unit
Do you do custom work?
Response:
I do, you can contact me via email:
The demo doesn't exist.
08/08/21 by unusualis_cool
I tried the google drive link, and the demo for the project isn't there.
Response:
Hi
Just updated the link, tested OK on my side, please give it a try and let me know, thx.
