Releases: lucoiso/UEProject_Elementus
v0.8.1a
Project Elementus v0.8.0a
First Release w/ Elementus Modules!
About
Project Elementus was intended to be a third person template that can be used to start projects that will use some new features that come with Unreal Engine 5 as well as powerful existing features like the Gameplay Ability System and others. And now, Project Elementus was turned into a sample project and all its content was moved to a new plugin! :)
As a plugin, it is easier to organize, update and insert the content into already existing projects, facilitating maintenance and usability.
This plugin has it's own repository where you can check it for more details: https://github.com/lucoiso/UEElementusModules
Features
- Gameplay Ability System;
- Modular Game Features plugins;
- Epic Online Services;
- Enhanced Input;
- Networking/Replication/Multiplayer;
- Inventory System;
- Custom plugins;
- Others.
Requirements
- Unreal Engine 5.1 or 5.2.
- Visual Studio 2019 or 2022 with the module Game Development with C++.
- Git with Git LFS.
Plugins
- Elementus Modules: Contains all contents that were created for this project.
- Modular Features - Extra Actions: Provides Modular integration of GAS and Enhanced Input.
- Elementus Inventory: Provides a Data-Driven Inventory & Items system based on FPrimaryAssetIds and the Asset Manager.
- EOS SDK Handler: Handle the EOS SDK, define the use of EOS tools and give access to some private headers.
- FSR 1.0 (Custom): Adapted version of the original AMD FSR 1.0 plugin for UE4 to properly work in Unreal Engine 5.
Project Elementus v0.7.0a
Pull Request: v0.7.0a by @lucoiso in #45
Features
UMG ViewModel
New feature that came with UE5.1: https://docs.unrealengine.com/5.1/en-US/umg-viewmodel/
The project's HUD is already using ViewModels to update the attributes:
Note: Also created this conversion function: To Current/Max Text (Float).
Specific Project Settings
Moved and added some options to Project Settings:
MetaSound removal
Unfortunately MetaSound was causing problems. : (
The packaged game wasn't initializing due to unregistered MetaSound's interfaces. Maybe it's an incompatibility when referencing metasound sources in objects that are inside a Modular Game Feature. : /
LogMetaSound: Error: Target interface is not registered [InterfaceVersion:UE.Source.OneShot v1.0]
LogMetaSound: Error: Target interface is not registered [InterfaceVersion:UE.Source v1.1]
LogMetaSound: Error: Target interface is not registered [InterfaceVersion:UE.OutputFormat.Stereo v1.0]
Bug report: https://issues.unrealengine.com/issue/UE-170838
What's Changed
- Add GAS Attribute ViewModels to HUD
- Add Specific settings
- Add Loading Screen (using test loading screen)
- Remove MetaSounds
- Adjust EOS functions
- Optimize & Adjust includes
- Adjust hook force application
- Add new hook property and set default values
- Add TitleProperty to grouped effect data assigned properties
Full Changelog: v0.6.5a...v0.7.0a
Post Commits
Project Elementus v0.6.5a
Pull request: #38
Changes
- Change WriteAchievements to IngestEOSStats, allowing multiple stats update at same time
- Remove CPU access from Static Mesh
- Change ability audio to reference an audio data structure
- Move shared audio sources to game content
- Remove metasounds requirement from modular plugins
Known issue
- Packaged game is currently not working. The executable freezes with a black screen and the last log call are:
[2022.10.30-19.04.21:268][ 0]LogMetaSound: Error: Target interface is not registered [InterfaceVersion:UE.Source.OneShot v1.0]
[2022.10.30-19.04.21:271][ 0]LogMetaSound: Error: Target interface is not registered [InterfaceVersion:UE.Source v1.1]
[2022.10.30-19.04.21:271][ 0]LogMetaSound: Error: Target interface is not registered [InterfaceVersion:UE.OutputFormat.Stereo v1.0]
This problem is occurring since UE5.1 Preview 1. I'm still investigating and sent a bug report to Unreal Engine. 😖
Disabling MetaSounds and re-creating the sound sources to replace UMetaSoundSources will sadly fix this.
Project Elementus v0.6.4a
Pull request: #37
Changes
- UE5.1 Adjustments
- Set elevator final platform as game object
- Fix explosive actor compiling on shipping builds
- Include metasounds directories to register
- Remove unnecessary configs
- Set Bink Audio as default audio compressor
Known issue
- Packaged game is currently not working. The executable freezes with a black screen and the last log call are:
[2022.10.30-19.04.21:268][ 0]LogMetaSound: Error: Target interface is not registered [InterfaceVersion:UE.Source.OneShot v1.0]
[2022.10.30-19.04.21:271][ 0]LogMetaSound: Error: Target interface is not registered [InterfaceVersion:UE.Source v1.1]
[2022.10.30-19.04.21:271][ 0]LogMetaSound: Error: Target interface is not registered [InterfaceVersion:UE.OutputFormat.Stereo v1.0]
This problem is occurring since UE5.1 Preview 1. I'm still investigating and sent a bug report to Unreal Engine. 😖
Disabling MetaSounds and re-creating the sound sources to replace UMetaSoundSources will sadly fix this.
Project Elementus v0.6.3a
Pull request: v0.6.3a by @lucoiso in #36
What's Changed
- Update Elementus Inventory to: https://github.com/lucoiso/UEElementusInventory/releases/tag/v1.1.2
- Update MF Extra Actions to: https://github.com/lucoiso/UEModularFeatures_ExtraActions/releases/tag/v1.2.1
- Adjust logs
Known issue
- Packaged game is currently not working. The executable freezes with a black screen and the last log call is:
[2022.10.30-19.04.21:268][ 0]LogMetaSound: Error: Target interface is not registered [InterfaceVersion:UE.Source.OneShot v1.0]
[2022.10.30-19.04.21:271][ 0]LogMetaSound: Error: Target interface is not registered [InterfaceVersion:UE.Source v1.1]
[2022.10.30-19.04.21:271][ 0]LogMetaSound: Error: Target interface is not registered [InterfaceVersion:UE.OutputFormat.Stereo v1.0]
I'm still investigating the problem, but maybe it's an instability in UE 5.1 Preview related to MetaSounds.
Full Changelog: v0.6.2a...v0.6.3a
Project Elementus v0.6.2a
Pull Request: v0.6.2a by @lucoiso in #34
What's Changed
- Fix submodules (lost on LFS reset) by @lucoiso in #32
- Update Modular Features Extra Actions and adapt the project
- Optimize includes
- Adjust settings
Known issue
- Packaged game is currently not working. The executable freezes with a black screen and the last log call is:
[2022.10.30-19.04.21:268][ 0]LogMetaSound: Error: Target interface is not registered [InterfaceVersion:UE.Source.OneShot v1.0]
[2022.10.30-19.04.21:271][ 0]LogMetaSound: Error: Target interface is not registered [InterfaceVersion:UE.Source v1.1]
[2022.10.30-19.04.21:271][ 0]LogMetaSound: Error: Target interface is not registered [InterfaceVersion:UE.OutputFormat.Stereo v1.0]
I'm still investigating the problem, but maybe it's an instability in UE 5.1 Preview related to MetaSounds.
Full Changelog: https://github.com/lucoiso/UEProject_Elementus/commits/v0.6.2a
Project Elementus v0.6.1a
What's Changed
- Adjustments to allow packaging
- Level adjustments
- Rendering adjustments
- Small optimizations
Notes
- Currently investigating why MetaSounds is blocking the cooked game from initialize: https://forums.unrealengine.com/t/unreal-engine-5-1-preview/662523/221?u=lucoiso
What's Changed
- Inventory System working with Multiplayer
- New Task and Ability: Move Camera (Aim) & Shoot (w/ Pistol)
- Updated EOS SDK
- Weapon: Pistol Example
- SetByCaller support for Cost & Cooldown effects
- Reduced project size by removing unnecessary content
- More helper functions
- Moved the project to UE5.1
Development Release - Project Elementus v0.6.0a - UE5.0
Note
This isn't a complete version.
Future versions will be developed for UE5.1
This is the last update for UE5.0:
From: #27
I've decided to move the entire project to UE5.1 instead adding a full support to continue using all new features that are coming with the newer engine versions.
With "full support" I mean that this project is a template to use only when is initializing a new project because each new project will have their specific assets/classes/objects and every asset inside this project are examples or came from the engine, you don't need them for your game/simulation.
And as the backend is being developed fully in C++, you'll have the same code to use with previous versions after doing some tweaks (older versions will require hard tweaks as this project born in UE5.0 Early Access) and will lost only the assets (examples and engine files like character mesh, animation, etc.)
Other reasons:
- This project born with the intend to use the newer features from the Engine since UE5.0 Early Access 1 and will continue to use the latest releases.
- Git LFS generate costs (and this is a free project xD). Using only 1 version of this project will reduce the size of the repository.
- Some things change from a version to another, to add support to more than one version, will need to add macros in the code to tell the compiler to use a specific block of code and this could make reading worse and bring unnecessary code to projects that are born from this template.
- Blueprints and other assets from different UE versions can take up twice as much space or more, as Git differentiates binary files as totally different (Increasing Git LFS cost).