This is the best AAA esque All-In-One Package I could ever have, thank you so much for what you do, dude. And take as much time as you need, it's looking great
If anyoneeee knows how to hook a button up to your ui system so that you can teleport to different parts of your world via button, I would be so appreciative to know how.
Hey! Congratulations on the cool new thing and thank you! I noticed that you deleted the ALS integration video. Will there be a video update? And in theory, is it possible to return the first-person view after integrating FCS into ALS?
Hey dude!! All the videos are now available through discord after a quick verification process :). Sure! I'll be making a FPS update as well as a third to first person template
Please I am really needs your help. If you making this tutorial I will so grateful for you and supported you! Please.. You can make a tutorial about a character from the ground picking up some weapons and using them. Different weapons sword, pistol and axe. And each weapon will have its own animation without the inventory system, but each weapon will be activated with buttons. For example the Q button of the gun and the R button of the ax and the T button of the Hammer to attack. Like in Bloodborne, dmc and dark souls
Please help, I adjusted character speed, but it is reverting back to the standard 600 speed after attacking, all Blend spaces are changed to 100, and character speed set to 100. Why is this happening?
Haha I'm not saying the system is triple A but some features are close to that and use similar mechanics to that of triple A games, the crafting for example is a very similar system to that of Skyrim 😁
another pure video that makes you drool over the next update, but do you know when we can finally expect to have access to it? anyway congratulations as always for your great work.
bought this knowing that it's not compatible with 5.1 till next update, don't mind waiting though, this is amazing dude. quickly becoming THE core asset for small time creators to make AAA quality RPGs.
This looks great. Although I am eagerly awaiting the 'gun update'! It's pretty much all I need to finish my game. Keep up the good work. I don't think there is anybody out there making these systems as extensive as you are.
A few weeks ago I was hard at work making an extensive overhaul mod for a game I love that includes 30+ custom 3D models, adds 60+ inventory items to the game (all with physical models and icons), and changes various fundamental aspects of the industrial and manufacturing portion of the game. Then I had an epiphone. Why am I developing extensive changes to a game when realistically I'm not gonna make any money doing it? All the 3D work and design I did on that mod is essentially going right into my own game that I'm designing. Animations are something I have zero experience in. It would take me so long to reach parity with the level of quality in this system. Discovering your FCS just made my day. I'm nowhere near needing this for my development roadmap, but I can't wait to give you my money. One of the things I told myself not to do was to buy assets before I've reached certain milestones, but this is 1000% worth it. It might even influence some of my early game design to be a bit more RPG-oriented. On top of some of the Melee Weapon types in your pack, my game design is slated to include a Revolver, Bolt Action Rifle, Pump Action Shotgun, Pistol, Semi-auto Hunting Rifle, Automatic Rifle with burst-fire toggle, and a Semi-auto Shotgun. I'm curious what gun types you plan on adding to that future update? And no worries on things taking longer than expected. Anyone interested in your pack has probably experienced 'Soon' more times than they can remember. Epic job on this, mate.
Thanks so much brother! The weapons I've got planned so far are Pistol, Rifle, Machine gun, Sniper, Shotgun and Rocket Launcher, along with attachments and the other various bits :)
Very cool work. I'm particularly happy about the compass and mini-map as I was just about to add those in on my own. I was just about to adding ladder climbing and mantling too.
Hello friend hope all is well. So I am having trouble changing the magic animations. When I go to AO_Spellchannel and try to change the animations only 12 animations show up but not the others and the others are using the same skeleton as the magic channels top, mid, and down. Can you please help how to change the animations for example the flamethrower bc its not changing due to the Ao spell channels not showing other animations. Thank you!
Hey my friend I saw your Question on the page, I'm busy at the moment but tomorrow I'll look into this! Do you have Discord? It's my preferred messaging method :)
@@ALIENSNCOFFEE For normal spells you can change the Spell Montage for each spell in the SpellData Datatable. For Spell channel these are in the ABP under the Magic state and can be changed using the "Spell Channel Anim No". You just need to update this variable depending on which channel montage is input into the Datatable, you can use a BP interface for it :)
@@Beardgames Hey friend hope all is well. So I am having trouble with this I updated the variable in ABP Spell Channel anim NO but then updated the montage in the spells data table but it is still using the default chain animation. Can you make a quick video if thats possible how to update the animation for chain spells. Also having adding new weapon style besides fist, sword and shield, bow, magic and others would like to make a new attack style with new animations. If you can also make a video for that as well would help a lot :)
Right on man. Yeah, I get it. It's easy to fall scope creep trap. Don't let perfect be the enemy of the good. You could always just tidy some bits up and do a partial release. Get feedback. Then iterate again. No one expects you to give us World of Warcraft out of the box. Remember, for most people, a partial update is better than no update. 🤘😎🤘
Hello there, i bought your product ( Flexible Combat System ) but nothing is working with me, errors every file i open from blueprint to behavior tree, i followed your RUclips video step by step but wasn't helpful, can you help me to fix the problem am having please.
@@Beardgames I did create a new project still not working In your video i followed every step you made ruclips.net/video/zxKDLL2Ej1M/видео.html&ab_channel=Beardgames You migrated the full project file to another pre-existing project file in the content section as you did, i got a lot of errors when the migration loading was over and I tried one file at a time not working.
@@usamaalkaseeh1714 which system do you own? The tutorial you linked is for the old FCS basic asset. If you own the new version this tutorial won't work for you
@@Beardgames This System is a RPG Starter Kit, including Advanced Melee, Ranged & Magic Combat, Advanced AI, Inventory System, Dialogue & Quest System, Skill Trainers, Equipment, Icons, Sound FX & Music, Niagara VFX and much more! Implemented entirely in Blueprints Am using UE 5.1
Hey Beard hope all is well. have another question, I am trying to have the enemy bp use mixed combat but I do not want the enemy to teleport, how do I turn off teleport for magic attack style? i tried looking in details if I can turn teleport off but it is not there
@@Beardgames is it under the BT_Mixed Combat and if so I an at the magic task where it says “D_Should Teleport” but can not find where to turn teleport off if I am in the right settings
@@Beardgames can you also help with the replacing magic chain animations. I tried to follow what you mentioned before but it was not working thank you 🙂
I use Unreal Engine 4 as I need to provide a copy of the FCS to multiple engine versions, so I can upgrade my UE4 version to UE5 when it's ready to release :)
you take as long as you need. if this system is anywhere near as fantastic as it looks then the wait is worth it.
This is the best AAA esque All-In-One Package I could ever have, thank you so much for what you do, dude. And take as much time as you need, it's looking great
Great work Beard! Looking forward to adding this to my project.
Much love night!
If anyoneeee knows how to hook a button up to your ui system so that you can teleport to different parts of your world via button, I would be so appreciative to know how.
Hey! Congratulations on the cool new thing and thank you!
I noticed that you deleted the ALS integration video. Will there be a video update?
And in theory, is it possible to return the first-person view after integrating FCS into ALS?
Hey dude!! All the videos are now available through discord after a quick verification process :). Sure! I'll be making a FPS update as well as a third to first person template
@@Beardgames Oh man! U so awesome! Thank U!
What do you think: is it really difficult if i want to add wall running animations to the flexible combat system?
this is amazing !
😍😍 ¡¡ Increíble!!
Please I am really needs your help. If you making this tutorial I will so grateful for you and supported you! Please..
You can make a tutorial about a character from the ground picking up some weapons and using them. Different weapons sword, pistol and axe. And each weapon will have its own animation without the inventory system, but each weapon will be activated with buttons. For example the Q button of the gun and the R button of the ax and the T button of the Hammer to attack. Like in Bloodborne, dmc and dark souls
Please help, I adjusted character speed, but it is reverting back to the standard 600 speed after attacking, all Blend spaces are changed to 100, and character speed set to 100. Why is this happening?
Is new system inside of Flexible Combat System mega pack?
amazing work as always beard master, please give us fog of war for the map system
Maybe in the next update I can 🙂
Fantastic update video man. Your quest system looks 🔥. Don't burn yourself out working on it though.
Hello! I'm really looking to get into unreal engine to try developing some games as a hobby. Is FCS noob friendly? :)
The FCS basic is more noob friendly, the FCS uses some relatively advanced techniques :) I'll be working on some tutorials soon
Borderline AAA lol. Its awesome what you’ve accomplished but its not borderline AAA
Haha I'm not saying the system is triple A but some features are close to that and use similar mechanics to that of triple A games, the crafting for example is a very similar system to that of Skyrim 😁
@@Beardgames i really like the do u make it ur self?
@@adamebadra3171 yes all solo 🙂
dont be shy, show your system
another pure video that makes you drool over the next update, but do you know when we can finally expect to have access to it? anyway congratulations as always for your great work.
Thanks my friend! March/April time 🙂
bought this knowing that it's not compatible with 5.1 till next update, don't mind waiting though, this is amazing dude. quickly becoming THE core asset for small time creators to make AAA quality RPGs.
Thank you so much for the patience my friend! Really kind comment thank you 🙂
This looks great. Although I am eagerly awaiting the 'gun update'! It's pretty much all I need to finish my game. Keep up the good work. I don't think there is anybody out there making these systems as extensive as you are.
Thanks brother! Jumping on the gun update as soon as I've finished this update 🙂
If I buy the current "Updated Flexible Combat System" will I have to buy it again when this one comes out
No my friend all the updates come free 🙂
Hi! I was wondering, can you make non-humanoid enemy with this asset? Ty
In the update you can! Hopefully out in a week or two 🙂
hello is this update live now? along with the gathering! i'm using this for my year 3 university project so greatly appreciate it
Not just yet I'm afraid!!! Last few weeks bug testing it
If someone bought the asset now will the update come with the asset as well?
Or does he has to buy the update as well
If you buy the flexible combat system now, you will receive this update for free when it is released
Network Replication coming in the next update?
Yes 🙂
A few weeks ago I was hard at work making an extensive overhaul mod for a game I love that includes 30+ custom 3D models, adds 60+ inventory items to the game (all with physical models and icons), and changes various fundamental aspects of the industrial and manufacturing portion of the game. Then I had an epiphone. Why am I developing extensive changes to a game when realistically I'm not gonna make any money doing it?
All the 3D work and design I did on that mod is essentially going right into my own game that I'm designing. Animations are something I have zero experience in. It would take me so long to reach parity with the level of quality in this system. Discovering your FCS just made my day.
I'm nowhere near needing this for my development roadmap, but I can't wait to give you my money. One of the things I told myself not to do was to buy assets before I've reached certain milestones, but this is 1000% worth it. It might even influence some of my early game design to be a bit more RPG-oriented. On top of some of the Melee Weapon types in your pack, my game design is slated to include a Revolver, Bolt Action Rifle, Pump Action Shotgun, Pistol, Semi-auto Hunting Rifle, Automatic Rifle with burst-fire toggle, and a Semi-auto Shotgun. I'm curious what gun types you plan on adding to that future update?
And no worries on things taking longer than expected. Anyone interested in your pack has probably experienced 'Soon' more times than they can remember. Epic job on this, mate.
Thanks so much brother! The weapons I've got planned so far are Pistol, Rifle, Machine gun, Sniper, Shotgun and Rocket Launcher, along with attachments and the other various bits :)
@@Beardgames Awesome, sounds like that will be a great framework for my game! Cheers mate.
Very cool work. I'm particularly happy about the compass and mini-map as I was just about to add those in on my own. I was just about to adding ladder climbing and mantling too.
:O
Please take your time! I have so much studying to do to catch up as it is haha
I'm so hype bro!! Lol
Hello friend hope all is well. So I am having trouble changing the magic animations. When I go to AO_Spellchannel and try to change the animations only 12 animations show up but not the others and the others are using the same skeleton as the magic channels top, mid, and down. Can you please help how to change the animations for example the flamethrower bc its not changing due to the Ao spell channels not showing other animations. Thank you!
Hey my friend I saw your Question on the page, I'm busy at the moment but tomorrow I'll look into this! Do you have Discord? It's my preferred messaging method :)
@@Beardgames hey awesome thanks I spent hours trying to figure it out and no just message here.
@@ALIENSNCOFFEE For normal spells you can change the Spell Montage for each spell in the SpellData Datatable. For Spell channel these are in the ABP under the Magic state and can be changed using the "Spell Channel Anim No". You just need to update this variable depending on which channel montage is input into the Datatable, you can use a BP interface for it :)
@@Beardgames Hey friend hope all is well. So I am having trouble with this I updated the variable in ABP Spell Channel anim NO but then updated the montage in the spells data table but it is still using the default chain animation. Can you make a quick video if thats possible how to update the animation for chain spells. Also having adding new weapon style besides fist, sword and shield, bow, magic and others would like to make a new attack style with new animations. If you can also make a video for that as well would help a lot :)
Right on man. Yeah, I get it. It's easy to fall scope creep trap. Don't let perfect be the enemy of the good. You could always just tidy some bits up and do a partial release. Get feedback. Then iterate again. No one expects you to give us World of Warcraft out of the box. Remember, for most people, a partial update is better than no update. 🤘😎🤘
Thanks for the well written comment Joe! Will try cut myself some slack 😁. Thanks brother!
Nice update... cant wait to dig into it...
Hello there, i bought your product ( Flexible Combat System ) but nothing is working with me, errors every file i open from blueprint to behavior tree, i followed your RUclips video step by step but wasn't helpful, can you help me to fix the problem am having please.
It sounds like a glitch in the project download. If you try create a new project with it the errors should go away :)
@@Beardgames I did create a new project still not working
In your video i followed every step you made
ruclips.net/video/zxKDLL2Ej1M/видео.html&ab_channel=Beardgames
You migrated the full project file to another pre-existing project file in the content section as you did, i got a lot of errors when the migration loading was over and I tried one file at a time not working.
@@usamaalkaseeh1714 which system do you own? The tutorial you linked is for the old FCS basic asset. If you own the new version this tutorial won't work for you
@@Beardgames
This System is a RPG Starter Kit, including Advanced Melee, Ranged & Magic Combat, Advanced AI, Inventory System, Dialogue & Quest System, Skill Trainers, Equipment, Icons, Sound FX & Music, Niagara VFX and much more! Implemented entirely in Blueprints
Am using UE 5.1
@@usamaalkaseeh1714 You have the new system, follow this tutorial to access the support :) ruclips.net/video/2c8qb9lIruw/видео.html
Sir when it’s comming out ? 🙈
Getting close now, one to two weeks 🙂
Perfect! Can’t wait ! The whole system is great ! Great job really !
Hey Beard hope all is well. have another question, I am trying to have the enemy bp use mixed combat but I do not want the enemy to teleport, how do I turn off teleport for magic attack style? i tried looking in details if I can turn teleport off but it is not there
Look in the Magic tasks for the behaviour tree you'll find it all there 🙂
@@Beardgames is it under the BT_Mixed Combat and if so I an at the magic task where it says “D_Should Teleport” but can not find where to turn teleport off if I am in the right settings
@@ALIENSNCOFFEE In "T_DetermineMagicSpells"
@@Beardgames your amazing thanks friend! 🤗
@@Beardgames can you also help with the replacing magic chain animations. I tried to follow what you mentioned before but it was not working thank you 🙂
5.1?
Coming in the next update :)
still, using old UE4?
I use Unreal Engine 4 as I need to provide a copy of the FCS to multiple engine versions, so I can upgrade my UE4 version to UE5 when it's ready to release :)
Excellent work as always
Love u brotha!
Nice! Will the update also include Beast AI?
No variations of Enemy AI just yet I'm afraid! I'm hoping to add that in down the line however 🙂