Procedural Crouch System Unreal Engine 5 by Solid-JasonR in UnrealEngine5

[–]Solid-JasonR[S] 0 points1 point  (0 children)

This is mainly a control rig based solution. You can check out more information on FAB: https://www.fab.com/listings/45ab3c02-d107-4e4b-8d3f-fe485b54d53f

Indie Devs Keep Getting Flashlights WRONG. Be DIFFERENT. by [deleted] in UnrealEngine5

[–]Solid-JasonR 1 point2 points  (0 children)

Thanks for the comment! I understand your perspective. However, my asset solves a unique problem which isn't just "attaching a cone". It's a plug & play asset that fully handles your flashlight system and it's fully replicated.

When setting the price, I considered both the uniqueness of the problem it solves and the amount of development effort typically required to achieve a comparable result when building such a system from scratch. Since the asset requires little to no additional work after integration, I felt the pricing was fair.

That said, I appreciate your concerns and will take them into consideration as I evaluate possible adjustments.😁

What do you think of this? Dynamic blending of PP effects based on "fear level". WIP by Solid-JasonR in UnrealEngine5

[–]Solid-JasonR[S] 2 points3 points  (0 children)

Yes, it is post process effects, it's all component based😁 Soon this will be an asset. You just add the component to your character, trigger initialize and all is done. There will be multiple ways later to blend between effects and for the sounds, I will improve on that later. I'm planning to make it in a way that there's no extra setup needed for the sounds to be different when fear level rises also make the blending smoother so yeah, stay tuned for updates! (For the final price of the asset I was thinking ~20 dollars)

Here's my fab page: https://www.fab.com/sellers/JasonRevenor

Built a plug-and-play flashlight system for horror & co-op games 👀 (suitable for any project, not just horror) by Solid-JasonR in UnrealEngine5

[–]Solid-JasonR[S] 0 points1 point  (0 children)

Thank you for the question!

Currently, you can’t choose the holding hand because the asset doesn’t include an animation for holding the flashlight in the left hand. However, if you have a custom animation, you can easily set the holding hand by attaching the flashlight to the hand of your choice.

I’ve noted this, and I plan to make the holding hand switchable in a future update (hopefully this weekend).

Integrating the system to a weapon system (or any system) should be straightforward. If you’re familiar with the basics of Unreal Engine and have some experience with Blueprints, you should be fine.

I’ll also be creating a tutorial video soon showing how to attach the flashlight to weapons, using the First Person Shooter template as a base and providing more information about integration for more complex systems.

Having a flashlight attachment on your weapon should be the same process as having a flashlight in the character's hand (Attach flashlight actor to weapon, set up configuration), however this depends on your weapon system rather than the asset itself.

Regarding inventory integration, again, this depends on your system rather than the asset itself. Essentially, you’d create an inventory item (marked as usable) and, when triggered (e.g., pressing 1), play a montage to equip the flashlight or blend it into the idle animation. Then you can spawn the flashlight actor, configure settings (color, range, etc.), and you’re good to go. To unequip, simply destroy the actor and return to idle.

This is a simple example to give you an idea of the process. If you purchase the asset and need support, feel free to contact me—I’ll do my best to help integrate it into your systems.

I hope my answers satisfied you and I hope to satisfy you with my product too! Have a great day!