The Tool allows you to create various features and cases of interaction in the prototype quality
Consists of a component for character and an Action blueprints. Setup in 5 minutes
The Tool also contains game-ready blueprint assets for several action categories like vaultings, loot, fake climbing and object interactions
You can use game-ready assets as tiles, for game level blockout, mechanics prototype or simple games
Support UE5 and UE4 versions, also work with Advanced Locomotion System plugin
Video tutorial for setup & implementation APTool in UE5 for Third Person Template project.
Below is a similar step by step instruction.
Create new project from Third Person Template.
Then migrate files from APTool project to TPTemplate.
Or you can just add ATPool to project from Library in Epic Games Launcher.
For activation Action needs to add new input. Make new action mapping in project settings.
Add BP_APTool_Component to BP_ThirdPersonCharacter.
Drag&drop component, then call function Key Activation.
Call this function by new action input.
Turn on Generate overlap events for character skeletal mesh.
Overlay zone in Action blueprints triggered by overlap with skeletal mesh, not by pawn capsule.
Add new variable IsDoingAction to ABP_Manny event graph, from APToolComponent.
Its necessary for disable the control rig when an action is activated.
Find all animations for actions. Use filters in folder. All/ActionPrototypeTool/Animations
Then Right click > Asset Actions > Edit Selection in Property Matrix
Change skeleton for all animations to the one used in third person template character & save.
Add used skeletal mesh to PreviewSkeletalMesh variable in BP_APTool_Action_Base.
Needed to display meshes correctly on Action objects.
Done.
Now you can use game-ready or custom Action objects for Third Person Template Character.
Action Prototype Tool component setup & implementation UE5 for Advanced Locomotion System.
Video tutorial for setup & implementation APTool for Third Person Template project for Unreal Engine 4.
Action Prototype Tool component setup & implementation in UE4 for Advanced Locomotion System.
Custom Action witch activation object
Custom traversal Action
Montage - Animation montage which will be used in action
OverlayType - Form for overlay object
Autoactivate - If true, montage activated right away as character enters overlay mesh
AngleNeededToActivate - This is the angle between character and animation pivot or mirror line. If Angle is more than variable, action cant be initiated. 360 degrees make action always activated
OffsetType - Determine the method of moving the character relative to the Action BP
OffsetDuration - The time for which the offset will occur. Offset starts with animation playing. If select 0, then character teleports to required position. Time less than 0,2 works like 0,2, because small time causes error
AnimPlayType - Select animation playback type. Animation can play basic from start to end, loop, loop with reversal play, have pause on end, have pause on end when play reversal
HasCollision - When the variable is false, character capsule collision is off going on animation. Useful for vaulting or cases when character can overlap some solid geometry
UseOnce - If true, Ation will activate action only once
CanAborted - If true, can abort by next action overlay object
CameraCollisionTest - If true, camera collision test works. Need to be false in cases that character overlap solid geometry
PreviewAnimationPosition - Time of selected animation montage. Used on scene for tuning interposition animation and static objects
PreviewAnimationPlay - If true, preview animation will play
PreviewAnimationPauseTime - Pause before start and at end of preview animation
DebugActiveInGame - If true all preview objects will visible on scene
InteractionReferences - For Interaction Notify. Reference object on scene, with whom to interact this animation by notify
HideAdditionalMeshComponents - If true, hide all static mesh components in this blueprint. Actual for game-ready Actions, where added meshes
LockCharacterRotation - Need for mostly animations. An exception animation with pivot rotations in root motion
DefaultZoffsetCharacter - If you use you own character, you can tune thes parameter to make shure that default Z position of character mesh is correct
HideAllDebug - If true hide all debug for all Action objects on scene
DrawTraces - If true show traces actual for offset types with Mirror line
DrawAnimationInfo - If true show info about overlayed action object & animation parameters
Montage - Animation montage for Door
Auto Close - If true. The door will close over time
Time to Close - The time after which the door will close
Feel free to ask any questions on the Discord channel or samugamelab@gmail.com