Fix: Addressed issue #41 with client-side multiplayer audio attenuation
This issue was caused by a lack of attenuation settings on the player character's footsteps, ladder climbing, item tossing, and melee actions. It's unknown how this happened since it wasn't an issue in older builds. Perhaps a sound attenuation was renamed or deleted. It doesn't appear to be an engine upgrade bug. Also, a sound is now played when an item is tossed, security has footstep sounds, we adjusted some attenuation settings on other sounds, and we pushed updates to the project's notes.
This commit is contained in:
parent
463e57f777
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36 changed files with 177 additions and 104 deletions
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@ -24,8 +24,9 @@ player_admin_password=
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[/Script/UnrealEd.ProjectPackagingSettings]
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Build=IfProjectHasCode
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BuildConfiguration=PPBC_Development
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BuildTarget=
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StagingDirectory=(Path="I:/Builds/CardinalFall/Build_UE4-26")
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BuildTarget=Cardinal
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LaunchOnTarget=
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StagingDirectory=(Path="../../../../../Builds")
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FullRebuild=False
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ForDistribution=False
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IncludeDebugFiles=False
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@ -34,6 +35,8 @@ bIncludeNativizedAssetsInProjectGeneration=False
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bExcludeMonolithicEngineHeadersInNativizedCode=False
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UsePakFile=True
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bUseIoStore=False
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bUseZenStore=False
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bMakeBinaryConfig=False
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bGenerateChunks=False
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bGenerateNoChunks=False
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bChunkHardReferencesOnly=False
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@ -41,8 +44,19 @@ bForceOneChunkPerFile=False
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MaxChunkSize=0
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bBuildHttpChunkInstallData=False
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HttpChunkInstallDataDirectory=(Path="")
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PakFileCompressionFormats=
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PakFileAdditionalCompressionOptions=
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WriteBackMetadataToAssetRegistry=Disabled
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bCompressed=False
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PackageCompressionFormat=Oodle
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bForceUseProjectCompressionFormatIgnoreHardwareOverride=False
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PackageAdditionalCompressionOptions=
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PackageCompressionMethod=Kraken
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PackageCompressionLevel_DebugDevelopment=4
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PackageCompressionLevel_TestShipping=5
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PackageCompressionLevel_Distribution=7
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PackageCompressionMinBytesSaved=1024
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PackageCompressionMinPercentSaved=5
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bPackageCompressionEnableDDC=False
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PackageCompressionMinSizeToConsiderDDC=0
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HttpChunkInstallDataVersion=
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IncludePrerequisites=True
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IncludeAppLocalPrerequisites=True
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@ -57,12 +71,61 @@ InternationalizationPreset=English
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LocalizationTargetCatchAllChunkId=0
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bCookAll=False
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bCookMapsOnly=True
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bCompressed=False
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bSkipEditorContent=False
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bSkipMovies=False
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-IniKeyDenylist=KeyStorePassword
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-IniKeyDenylist=KeyPassword
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-IniKeyDenylist=rsa.privateexp
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-IniKeyDenylist=rsa.modulus
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-IniKeyDenylist=rsa.publicexp
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-IniKeyDenylist=aes.key
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-IniKeyDenylist=SigningPublicExponent
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-IniKeyDenylist=SigningModulus
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-IniKeyDenylist=SigningPrivateExponent
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-IniKeyDenylist=EncryptionKey
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-IniKeyDenylist=DevCenterUsername
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-IniKeyDenylist=DevCenterPassword
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-IniKeyDenylist=IOSTeamID
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-IniKeyDenylist=SigningCertificate
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-IniKeyDenylist=MobileProvision
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-IniKeyDenylist=IniKeyDenylist
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-IniKeyDenylist=IniSectionDenylist
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+IniKeyDenylist=KeyStorePassword
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+IniKeyDenylist=KeyPassword
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+IniKeyDenylist=rsa.privateexp
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+IniKeyDenylist=rsa.modulus
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+IniKeyDenylist=rsa.publicexp
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+IniKeyDenylist=aes.key
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+IniKeyDenylist=SigningPublicExponent
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+IniKeyDenylist=SigningModulus
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+IniKeyDenylist=SigningPrivateExponent
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+IniKeyDenylist=EncryptionKey
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+IniKeyDenylist=DevCenterUsername
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+IniKeyDenylist=DevCenterPassword
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+IniKeyDenylist=IOSTeamID
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+IniKeyDenylist=SigningCertificate
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+IniKeyDenylist=MobileProvision
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+IniKeyDenylist=IniKeyDenylist
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+IniKeyDenylist=IniSectionDenylist
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-IniSectionDenylist=HordeStorageServers
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-IniSectionDenylist=StorageServers
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+IniSectionDenylist=HordeStorageServers
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+IniSectionDenylist=StorageServers
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+MapsToCook=(FilePath="/Game/Cardinal/Maps/MainMenu")
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+MapsToCook=(FilePath="/Game/Cardinal/Maps/Nadir")
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+MapsToCook=(FilePath="/Game/Cardinal/Maps/Nadir_Reclamation")
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+MapsToCook=(FilePath="/Game/Cardinal/Maps/Reclamation0")
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+MapsToCook=(FilePath="/Game/Cardinal/Maps/Reclamation1")
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+MapsToCook=(FilePath="/Game/Cardinal/Maps/Reclamation2")
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+MapsToCook=(FilePath="/Game/Cardinal/Maps/Reclamation3")
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+MapsToCook=(FilePath="/Game/Cardinal/Maps/Reclamation4")
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+DirectoriesToAlwaysCook=(Path="/Interchange/Functions")
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+DirectoriesToAlwaysCook=(Path="/Interchange/gltf")
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+DirectoriesToAlwaysCook=(Path="/Interchange/Materials")
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+DirectoriesToAlwaysCook=(Path="/Interchange/Pipelines")
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+DirectoriesToAlwaysCook=(Path="/Interchange/Utilities")
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PerPlatformBuildConfig=()
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PerPlatformTargetFlavorName=(("Android", "Android_ASTC"))
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PerPlatformBuildTarget=()
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[/Script/Engine.AssetManagerSettings]
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-PrimaryAssetTypesToScan=(PrimaryAssetType="Map",AssetBaseClass=/Script/Engine.World,bHasBlueprintClasses=False,bIsEditorOnly=True,Directories=((Path="/Game/Maps")))
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@ -1,5 +1,6 @@
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Bugs from Unreal 5:
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(Indent on a bug denotes already fixed or placed in the issue tracker.)
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(Two Indents means the issue or bug was probably fixed.)
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The HostGame widget in \Cardinal\MainMenu\Blueprints\UI\PlayGamePanels\HostGame is blank inside the editor.
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The Unreal 4 key re-binding system doesn't work on Unreal 5. A new implementation is needed.
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@ -15,60 +16,60 @@ Bugs from Unreal 5:
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Bugs from Unreal 4:
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To do after releasing the demo v1.0...
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Bug: The game still "stutters" on first playthrough despite having the shader compilation plugin. Look into the plugin's settings. Consider chaing the method and having the player's view fly around the level during the black screen of the intro.
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Bug: The game still "stutters" on first playthrough despite having the shader compilation plugin. Look into the plugin's settings. Consider chaing the method and having the player's view fly around the level during the black screen of the intro.
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Feat: Implement a level streaming system that works with multiplayer. (To decrease loading times and to work around the <341 reflection captures limitation.)
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Feat: Create an audio settings test where multiple audio types play at the same time (such as voice and music) so the player can set the audio levels more easily. This is useful for TVs with bad speakers because often the dialogue is loud but the music seems quiet.
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Feat: Change how the punch and kick works to allow for more consistant hits by doing damage to any actor within a certain distance instead of on component overlap.
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Feat: The weapon lasers were disabled. They should detect collision so the laser doesn't shine through walls and the laser effect should fade out as the laser shines instead of ending abruptly.
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Feat: Add the ability for specific items to be spawned near the player's body instead of returning to their original spot when they die.
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Feat: Implement a level streaming system that works with multiplayer. (To decrease loading times and to work around the <341 reflection captures limitation.)
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Feat: Create an audio settings test where multiple audio types play at the same time (such as voice and music) so the player can set the audio levels more easily. This is useful for TVs with bad speakers because often the dialogue is loud but the music seems quiet.
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Feat: Change how the punch and kick works to allow for more consistant hits by doing damage to any actor within a certain distance instead of on component overlap.
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Feat: The weapon lasers were disabled. They should detect collision so the laser doesn't shine through walls and the laser effect should fade out as the laser shines instead of ending abruptly.
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Feat: Add a flag where items are spawned near the player's dead body instead of returning to their original spot when they die.
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Feat: Ladders were limited to one player for forgotten reasons. Look into allowing multiple players on one ladder again.
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Feat (AI Rework): Completely rework the Security AI and make sure it will function correctly if the player is in first person as well.
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Feat (AI Rework): Security AI needs suspicious patrol behavior tree logic when the Blackboard Key EnemyIsVisible? is set to no when a player hides from the AI in the catwalks using crouch. Si`mple audio promps instead will help.
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Feat (AI Rework): Security AI needs audio promps like enemy seen, enemy lost, enemy down, and so on which are called and managed locally in the player character so the audio promps don't repeat.
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Feat (AI Rework): Security AI temporarily uses hearing perception for the stealth mechanic to detect the player without line of sight on the catwalks. This temporarily allows the AI to shoot through solid objects. It needs fixed. Use line traces to detect collision types?
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Feat (AI Rework): Security AI needs more montages to make the AI seem more realistic.
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Feat (AI Rework): Completely rework the Security AI and make sure it will function correctly if the player is in first person as well.
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Feat (AI Rework): Security AI needs suspicious patrol behavior tree logic when the Blackboard Key EnemyIsVisible? is set to no when a player hides from the AI in the catwalks using crouch. Si`mple audio promps instead will help.
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Feat (AI Rework): Security AI needs audio promps like enemy seen, enemy lost, enemy down, and so on which are called and managed locally in the player character so the audio promps don't repeat.
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Feat (AI Rework): Security AI temporarily uses hearing perception for the stealth mechanic to detect the player without line of sight on the catwalks. This temporarily allows the AI to shoot through solid objects. It needs fixed. Use line traces to detect collision types?
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Feat (AI Rework): Security AI needs more montages to make the AI seem more realistic.
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Feat: The audio volume settings need a larger range of increasing the maximum audio.
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Feat: Add the ability to move the cargo "crane" above the security station using a console. Also stimulate physics on the platform when the player jumps onto it.
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Feat: Add elevator movement lighting effects to simulate the elevator is passing by when it is called.
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Feat: Make the elevator move to a floor before destroying the player's character at the end of the demo so the other players don't see the character disappear.
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Feat: Add the ability to move the cargo "crane" above the security station using a console. Also stimulate physics on the platform when the player jumps onto it.
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Feat: Add elevator movement lighting effects to simulate the elevator is passing by when it is called.
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Feat: Make the elevator move to a floor before destroying the player's character at the end of the demo so the other players don't see the character disappear.
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Feat: Make Lorna in Enum_ObjectiveCharacters and put her in the switch in Widget_ObjectiveViewer.
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Feat: Make a "DisableInput?" variable in BP_Character that is checked before inputs are used. Then character inputs can be disabled without setting Input Mode UI Only, which disables all inputs.
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Feat: Add more ambient sounds in the level design.
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Feat: Polish the "key cards" system for the elevator so each player gets access to a different level/floor depending on what reclamation chute they spawn out of.
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Feat: Make pickups able to call an objective when picked up for the first time. For example, to run the tutorial when you pick up the pistol for the first time.
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Feat: On the bottom of the map before the player gets to power control and the electrical arc section, make an obstacle puzzle that slows the player down.
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Feat: Implement the ability for players to set toggle crouch.
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Feat: Make a mesh for dropped access cards. Right now SM_Phone is used with a grey material as a placeholder.
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Feat: Make pickups able to call an objective when picked up for the first time. For example, to run the tutorial when you pick up the pistol for the first time.
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Feat: On the bottom of the map before the player gets to power control and the electrical arc section, make an obstacle puzzle that slows the player down.
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Feat: Implement the ability for players to set toggle crouch.
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Feat: Make a mesh for dropped access cards. Right now SM_Phone is used with a grey material as a placeholder.
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Bug: Tossing an item on the stairs in the locked storage closet can cause the item to bounce to a place where the player cannot pick it up. Implement a method to keep the items on the X axis like it's done for the player character.
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Bug: The audio trigger on the tall ladder in reclamation can be re-triggered if the player decides to change directions. There is an un-used trigger to delete the audio triggers. Did that trigger cause a problem with different loading/death scenarios?
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Bug: When returning from in-game to the main menu, the screen is black for a second until the loading video becomes visible. (The video's audio can be heard.) Did this happen after the map size was greatly increased?
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Bug: All missions are marked as active/white on multiplayer clients. Listen server hosts and local games work as intended.
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Bug: Datapad objectives are ordered with the newest at the bottom for Velma. Is it more intuitive for them to be ordered the other way around?
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Bug: Support more graphics options such as maximized windows. They were disabled due to a bug in Windows 10 where the gamma was too bright.
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Bug: Jump stopped working twice after a respawn on the client when running on very old hardware that runs the game at less than 10fps. Was this a one off issue?
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Bug: Security AI's walking animation is slightly off sync where the model's feet appear to slide as the character walks. Changing the walking speed up or down does not help this.
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Bug: Security AI has a bug where they no longer see the player when an enemy type (zombie) was closer and killed by security and the player goes barely out of sight/screen range.
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Bug: Security AI needs a check to stop shooting if player is in an elevator with a fully closed door. (Changed elevator doors from BlockChannel to WorldDynamic becaues block channel was blocking shooting horizontally across the level. Was this fixed?)
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Bug: The audio trigger on the tall ladder in reclamation can be re-triggered if the player decides to change directions. There is an un-used trigger to delete the audio triggers. Did that trigger cause a problem with different loading/death scenarios?
|
||||
Bug: When returning from in-game to the main menu, the screen is black for a second until the loading video becomes visible. (The video's audio can be heard.) Did this happen after the map size was greatly increased?
|
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Bug: All missions are marked as active/white on multiplayer clients. Listen server hosts and local games work as intended.
|
||||
Bug: Datapad objectives are ordered with the newest at the bottom for Velma. Is it more intuitive for them to be ordered the other way around?
|
||||
Bug: Support more graphics options such as maximized windows. They were disabled due to a bug in Windows 10 where the gamma was too bright.
|
||||
Bug: Jump stopped working twice after a respawn on the client when running on very old hardware that runs the game at less than 10fps. Was this a one off issue?
|
||||
Bug: Security AI's walking animation is slightly off sync where the model's feet appear to slide as the character walks. Changing the walking speed up or down does not help this.
|
||||
Bug: Security AI has a bug where they no longer see the player when an enemy type (zombie) was closer and killed by security and the player goes barely out of sight/screen range.
|
||||
Bug: Security AI needs a check to stop shooting if player is in an elevator with a fully closed door. (Changed elevator doors from BlockChannel to WorldDynamic becaues block channel was blocking shooting horizontally across the level. Was this fixed?)
|
||||
Bug: Zombie AI has a navigation problem on ExampleMap but doesn't appear in the main level. Tried to reproduce in Nadir but wasn't able to. Tried modifying collisions and adding blueprint objects that were nearby, but this did not appear to reproduce.
|
||||
|
||||
Bug: Hud displays over screenfadeout. Create a full screen black widget that has animation slowly raise opacity from 0 to 1 instead. (The widget was created, but hasn't been implemented in all fade outs.) (Was this fixed?)
|
||||
Bug: Interaction selection popup widget is able to be focused on by the mouse when it shouldn't be possible. (Was this fixed?)
|
||||
Bug: Crouch collision capsule size shrinks while jumping. (the top of the character goes through meshes when jumping and crouching)
|
||||
Bug: Crouch collision capsule size shrinks while jumping. (the top of the character goes through meshes when jumping and crouching)
|
||||
Bug: Make the sticky note material appear a similar brightness as surrounding materials. It is too dark in the world but too bright as a popup.
|
||||
Bug: The editor's message log has various asset errors that need fixed such as wrapping or overlapping UVs.
|
||||
Bug: The editor's message log has various asset errors that need fixed such as wrapping or overlapping UVs.
|
||||
Bug: The mesh Floor_Grate_3 doesn't light correctly. In dark areas, the mesh has bright glowing "highlights" around some the edges when the similar mesh Floor_Grate_1 does not.
|
||||
Bug: Some metallic materials have an issue with the "wet material" rendering looks wrong (e.g: M_ScrewMainHull_Metal02_RK that uses ML_UNV_Wet01. They look like they've got too high of a specular value.
|
||||
Bug: The material MaglevKitbash02 on the mesh SM_MetalRailing1 has an incorrect looking specular? shine to it. This was likely caused by an engine upgrade similar to the "wet" materials.
|
||||
Bug: Some metallic materials have an issue with the "wet material" rendering looks wrong (e.g: M_ScrewMainHull_Metal02_RK that uses ML_UNV_Wet01. They look like they've got too high of a specular value.
|
||||
Bug: The material MaglevKitbash02 on the mesh SM_MetalRailing1 has an incorrect looking specular? shine to it. This was likely caused by an engine upgrade similar to the "wet" materials.
|
||||
Bug: Some meshes / materials have a flicker in game such as on Floor_Grate_3. This was possibly caused by an engine upgrade using newer anti aliasing methods. It's possibly a similar cuase for the "wet" materials.
|
||||
|
||||
Bug: BP_Item scienst head mesh is visible before the spawning effect takes place. See the ExampleMap.
|
||||
Bug: The laser on AI's guns shut off when they lose sight of the player and it doesn't turn back on when they see the player again. This was temporarily fixed by disabling the laser.
|
||||
Bug: BP_Item scienst head mesh is visible before the spawning effect takes place. See the ExampleMap.
|
||||
Bug: The laser on AI's guns shut off when they lose sight of the player and it doesn't turn back on when they see the player again. This was temporarily fixed by disabling the laser.
|
||||
Bug: BP_Character's CollisionBlockPlayer component using the custom collision channel BlockPlayer doesn't block collisions.
|
||||
Bug: PIE clients set to auto connect to server on Nadir (when BP_GameState's IsGameDebug? is set to false) loads the popup "server is full | disconnecting" Fix the cause and/or add a "Close/X" so you can escape of the popup since the disconnect never happens.
|
||||
Bug: Graphics native fullscreen makes game look "white and washed out" when changing to non-native resolutions. Wrong gamma? Tried current nvidia driver and ‘Frame Buffer Pixel Format’ "10bit""8bit" and "float" but they didn't work.
|
||||
Bug: The "Generate Clone" umg buttons are not working on standalone games. This bug exists in 4.26 and 5.x and it's unknown as to why. Full rebuild doesn't fix it. Perhaps a new clone from source will.
|
||||
Bug: PIE clients set to auto connect to server on Nadir (when BP_GameState's IsGameDebug? is set to false) loads the popup "server is full | disconnecting" Fix the cause and/or add a "Close/X" so you can escape of the popup since the disconnect never happens.
|
||||
Bug: Graphics native fullscreen makes game look "white and washed out" when changing to non-native resolutions. Wrong gamma? Tried current nvidia driver and ‘Frame Buffer Pixel Format’ "10bit""8bit" and "float" but they didn't work.
|
||||
Bug: The "Generate Clone" umg buttons are not working on standalone games. This bug exists in 4.26 and 5.x and it's unknown as to why. Full rebuild doesn't fix it. Perhaps a new clone from source will.
|
||||
|
||||
|
||||
Packaging Project:
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue