Author: Overwatch Media, LLC

  • Rise TDS Template Update v2.0

    Rise TDS Template Update v2.0

    Reworked game system

    Added use of Data Assets and Tables for weapons and characters

    Implemented Inventory system

    Removed Elven Ruins Content to save space

  • Rise TDS Template Update v1.5

    Rise TDS Template Update v1.5

    Made MM_Unarmed_Jump_Fall_Land an additive animation

    Fixed AI’s melee montage not playing

    Removed Mannequin Material and Unused Meshes to save some disk space.

    Fixed gamepad support for the join menu

  • Rise TDS Template Update v1.4

    Rise TDS Template Update v1.4

    Removed player movement input from B_BaseCharacter and added it to the B_PlayerCharacter

    Added BPI_PlayerState

    Replaced event dispatches with interfaces to reduce size maps

    Added additional functions to DealDamage event from BC_StatsComp which implements score functionality

    Added score functionality to B_Base_PlayerState

    Added Score Tracker to GameplayHUD

    Reduced complexity of initialization blueprints in BC_PlayerHUDComp

    Removed CallClientGetCurrentAmmoForHUD from CharacterBase and Interfaces and did a direct pull to the PlayerHUDComp instead

    input mapping context is now a variable in Character instead of in the controller

    Made blueprint changes to reduce size maps (replaced BaseCharacter references

    Changed AnimBPs to utilize Alias States

    Added mouse functionality outside the menus (in game playing as character)

  • Rise TDS Template Update v1.3

    Rise TDS Template Update v1.3

    Added a switch weapon montage to the switch weapon functionality

    Added new blueprint RifleAI now enabling AI to fire weapon equipped – RifleAI will wait and focus on player once player is seen, run around players last known location once player is unseen

    Added functionality to have B_RifleAI start with a weapon

    Added custom events for the weapon component to make AI friendly.

    Added new AIShooter controller

    AI controller no longer sets the focus, this is now done in behavior tree

    Added EQS to AI

    Created a basic patrol route for rifle AI

    Added alert state to B_Base_AI

    Added services for behavior trees

    Added status data table

    Made EQC_Player blueprint

    Added new AI Tasks

    Changed BB_Fighter name to BB_Base

    Removed on target perception updated event from AIControllerBase (This functionality is now done by a Behavior tree) service

    Added BT_RiflePatrol blueprint