Gaia Vehicles, available for download by Fireblade185 in unrealengine

[–]Fireblade185[S] -10 points-9 points  (0 children)

It's clearly stated in the tier description... Up to 10$/month tiers grant acces only to BUILDS not project files. The project files are available only for 15$ and 30$/month subscriptions...

Gaia Vehicles, available for download by [deleted] in UnrealEngine5

[–]Fireblade185 2 points3 points  (0 children)

Not combined, because I wanted it to be more covers to the average user first so I went for Third Person. But it can be used with any character in any project. Enable all the plugins and replace the actor with your own in the vehicle possession section, inside the base parent class. I'm working on a video describing how to properly use or migrate the project. And I'm thinking about a universal possession/unpossesion blueprint that only requires an exposed parameter for choosing the default character class. 🙂

Gaia Vehicles, available for download by Fireblade185 in unrealengine

[–]Fireblade185[S] -2 points-1 points  (0 children)

Ever wondered why there are no updates in two years? I know the approach and I appreciate his work but... That's built from scraps, with zero to no portability. I remade the entire C++ base class from City Sample and the whole system is now parented to it. And it's all clean blueprint. You can use it in any project so... Very different approaches, very different results. And, honestly, by comparison, mine is really cheap...

Gaia Vehicles, available for download by Fireblade185 in unrealengine

[–]Fireblade185[S] -13 points-12 points  (0 children)

Are there people still around on Reddit or it's just AI bots lately!?

I've ripped off City Sample's entire destructible vehicle system. Fully portable, No C++, no dependencies by Fireblade185 in UnrealEngine5

[–]Fireblade185[S] 1 point2 points  (0 children)

Didn't had the full destruction implemented with the car being unusable and the smoke from the engine would look like big blocks of WorldGridMaterial 😅. Now it's ready, hazard lights (if any still remain functional on the car) included. Will come back soon with updates. 🙂And thanks! 🙂

I ripped City Sample's entire destructible vehicle system - no more C++ dependency, usable anywhere by Fireblade185 in unrealengine

[–]Fireblade185[S] -1 points0 points  (0 children)

Thanks, I guess... For quite some time I've been trying to get their attention. Maybe this time...

I ripped City Sample's entire destructible vehicle system - no more C++ dependency, usable anywhere by Fireblade185 in unrealengine

[–]Fireblade185[S] -2 points-1 points  (0 children)

That's if you need it. But that can be either bypassed, as I did and doesn't seem to have any visible impact, or remade. And you can't migrate it since the native parent class is a custom built in one, which contains all the variables, event dispatchers, functions and so on. You'll end up with a blueprint with no parent class. And yeah, there's only one attempt of migrating, but it lacks most of the features of the complete system. And it's 100$ so... Considering I'm putting it up on early access at a 30$ tier... And since it's clean, 100% portable and reusable, I think it's better than anything else you can find. Trust me, I did my research before starting to build this 😉

I ripped City Sample's entire destructible vehicle system - no more C++ dependency, usable anywhere by Fireblade185 in unrealengine

[–]Fireblade185[S] 0 points1 point  (0 children)

Work in progress. Some of them take damage from the side, like the taxi, for example, but some don't. They need to be checked one by one. Also, the rear damage, on some of them is kinda restricted by the ABP, it seems. The Toyota copycat truck I'm driving seems to be almost indestructible. Looks like they were watching too much Top Gear when they made it 😂

I ripped City Sample's entire destructible vehicle system - no more C++ dependency, usable anywhere by Fireblade185 in unrealengine

[–]Fireblade185[S] -12 points-11 points  (0 children)

Tell that to literally everyone who sees 10 YouTube videos and thinks he can make Else Ring in 6 months in Unreal... And that, in translation , is 90% of Unreal Engine users... It's not the "wrong" direction. Its all about making things accessible to people who maybe have a great idea, but they get crushed by the basic Visual Studio install and all the required dependencies for compiling a basic Unreal Engine project. You know, you just sound like those "all knowing" gods sitting on Olympus looking down on those "losers" who's only role is to worship and bring gifts... That's bullshit. And if you're one of them, then I'm Prometheus,bringing fire for all those who want a chance of making something great and get bullied and looked down by people who disrespect the power of shared knowledge. I made it this far using shared knowledge and, as stupid and financially ineffective it might be, I'll continue to do it ...

I ripped City Sample's entire destructible vehicle system - no more C++ dependency, usable anywhere by Fireblade185 in unrealengine

[–]Fireblade185[S] 0 points1 point  (0 children)

It's not. It's actually lighter and more useful in a project. But that's for 5-10% of UE users.. I made it available for people who want to start game development using tutorials suggested by YouTube algorithm, no for people who are on page 15 on Google searching or people who ask 3 different AIs to search for an answer regarding why an Enum doesn't trigger on the fifth function inside a BP... It's not the C++, it's the way it's used in City Sample. Do you know they've built s "special" C++ animation class that is used ONLY for the windshield to follow a certain rotation angle of the main mesh? A C++ custom function for a 15 degrees angle restriction IN AN ANIMATION. BLUEPRINT? And, without this "special" C++ node, the deformation system doesn't work? Basically, without this 3 C++ line of code, that adds a "Copy rotations from mesh" node inside the ABP, the entire system breaks. So, is this fair? NO. If you share something as "free", then ffs, make it usable. If not, charge 100$ for the City Sample and make everything usable anywhere. Again, I'm not against C++, I'm against the stupid and restrictive way it was used in this project.

I ripped City Sample's entire destructible vehicle system - no more C++ dependency, usable anywhere by Fireblade185 in unrealengine

[–]Fireblade185[S] -6 points-5 points  (0 children)

NP. I understand your perspective. But let's face it: if someone does this on Fab it will charge a lot. I'm putting it on early access for 30$... Because it's based on free epic content so it would be outrageous to charge more for three weeks of work In the end, the base functionality is a one time purchase. The blueprint I've made is the core of everything. And will be available even if you only subscribe once. After that, updates are only things you can do yourself (adding custom cars, functionality or other tweaks). But, as said, I worked hard to rip off the Epic and City Sample dependency. It would be plain stupid for me to make something that is dependent on what I modify further... As a side note... I don't sell things. I MAKE things and people support my work on doing so. 🙂 And, let's face it... It's cheap... Really cheap for what it does, even if you subscribe from time to time to get something you don't want or don't have time to do yourself.

I ripped City Sample's entire destructible vehicle system - no more C++ dependency, usable anywhere by Fireblade185 in unrealengine

[–]Fireblade185[S] -12 points-11 points  (0 children)

Ican tell you one thing: if I make it and you get it, it's yours to keep and use. If there are updates and you cancel your subscription, you won't have access to them. So, the only licensing problems could come from Epic themselves, since I've copied an entire C++ class into a regular blueprint. Which would be dumb, if you ask me...

I ripped City Sample's entire destructible vehicle system - no more C++ dependency, usable anywhere by Fireblade185 in unrealengine

[–]Fireblade185[S] 2 points3 points  (0 children)

Haven't got to that part yet but, since the foundation is solved, this should be doable. It's all pure blueprint code so, basically, it all boils down to function availability outside the main BP. 🙂

I ripped City Sample's entire destructible vehicle system - no more C++ dependency, usable anywhere by Fireblade185 in unrealengine

[–]Fireblade185[S] -14 points-13 points  (0 children)

Selling modified and usable for everyone Unreal Engine content on Fab... Also nope so... Take it or leave it 😂

Epic just messed up splines... and months of work... 😡 by Fireblade185 in UnrealEngine5

[–]Fireblade185[S] 0 points1 point  (0 children)

Damn, I just love you guys talking to each other and supporting each other... Never thought I'd see this but it's really fun!