The main purpose in this update is to release the improved KOTH goal, which I know at least a couple of people are waiting for. The new art assets will be in your content browser now, which you're welcome to have a look at but I strongly suggest you don't use them in a level you plan to release yet, since they could change completely in appearance, shape, or be removed/change name.
CHANGES:
- The Koth goal now uses the mesh for collision detection and no longer has a separate collision component. This means you can now swap the default box for any shape you have a mesh for (there are various basic shapes included with UE4 by default, such as a cylinder or sphere). To do this, drag a koth goal into the level before changing the mesh in the details panel, or else the new mesh will be lost when you send your map over to me. You can also rearrange the corner models to fit the new shape by selecting them in the details panel. If there are too many corner models for your shape, there is a KothGoal_NoCorners_BP class that I've added this update. If you need fewer corner models, just use this class instead of the normal Koth goal, and once you've dragged it into the level, add as many corners as required in the details panel (Add Component, static mesh and select KothCorner). Let me know if you need any help using the improved koth goal.
- I've altered each of the weapon pickups so that the weapon will spawn such that the model's center of mass appears closer to the center of the pickup. Since the actual origin of all the weapon models is on the grip, where it's attached to the avatar's hand, it could be quite difficult to get the weapon to appear where you wanted it to for visual reasons. This will make it easier to place weapon pickups in visually pleasing locations, such as the exact center of a hallway. Note that the weapon pickups may appear to have shifted, but it's just the weapon model.
- Turns out I can set the default game mode to whatever I want for a newly created map, so I've set it to StaGameModeFreeForAll. This means you won't have to set a game mode override to test your map for free-for-all anymore, which will remove one possible area of confusion for beginners. That said, I realise current map makers will be used to this now anyway, as it was in my map making basics video.