TSA Beta Patch Notes v0.6

Patch notes for TSA v0.6

Bug Fixes

  • FIXED* Zombies would sometimes not respawn in Protect the Civilians game mode
  • FIXED*¬†Players would sometimes spawn next to another player in Deathmatch
  • FIXED Friendly player names not showing in Zombie Brawl Game Mode
  • FIXED Players could still control a vehicle after being killed
  • FIXED Removed can respawn timer if deaths >= player lives
  • FIXED Players could enter buildings when “inside” another building, now only allows you to enter a building if you are actually on the ground
  • FIXED Death animations sometimes ending up in a T-pose when animation was finished
  • FIXED Removed spawned item physics state
  • FIXED You can no longer join games that are in progress for game modes: Simple Royale and Protect the Civilians
  • FIXED Dead state not properly set/reset on player death causing player being unable to respawn in rare occations

New features

  • Added Aim sensitivity
  • Render scale in video options
  • Added in game “Scanner”, you now have the ability to scan for nearby items and enemies (NPCs only), they will highlight for a few seconds, making it easier to find Zombies in COOP game modes etc.
  • Added player health bar
  • Added player stamina bar
  • Added player scanner cooldown bar
  • Added the ability to invite steam friends to your game session
  • Added 33 Steam Achievements**
  • Added HIT Indicators to player hud when taking damage, including hit direction
  • Added player sprinting & stamina
  • Added more enterable buildings
  • Added game music
  • Added game localization***
  • Added whiskey bottles that will give you a stamina boost


  • Added Melee Weapons, also the option to set game modes to melee only
  • Added muzzle flash to weapons
  • Added weapon ammo & Weapon ammo counter to HUD
  • Added weapon reload animations & sound
  • New melee weapon: Fire Axe

Simple Royale

  • New game mode: Simple Royale, a simple “Battle Royale” game mode
  • Added Battle Royale shrinking ring, if you are outside of this ring, you take damage


  • New vehicle: Garbage Truck, has 400 HP and a Machine gun, slow attack speed
  • Increased Tank torque, making it.. less clunky


  • Zombie Brawl game mode is now a Melee only game mode
  • Zombie Brawl game mode now has random spawn points instead of all players starting at the same location
  • Removed 3d health widgets from ALL players and vehicles, only enemy NPCs have them
  • Disabled the ability to enter some buildings in death match mode
  • Assault Rifle boosted damage
  • Rocket Launcher lowered damage, added more inaccuracy when shooting
  • Sniper Rifle slightly increased fire rate and boosted damage
  • Lowered player base walk speed, you will walk slower then Zombies but you now have the ability to Sprint

*Needs more testing
**Still working on achievements
***Language localization is still work in progress, mostly for testing at the moment

Categories all

Adding new resources to the Foliage System


Adding new resources to the Foliage System 1.2






Create a Child Blueprint Class of the BP_MasterResource

Open DT_Resources Data Table and add a New Row, set “ResourceToSpawn” to your new Child Blueprint Class that you just created.

Inside DT_Resources, make sure you set ResourceMesh to EXACTLY the same as your foliage mesh.

Open up your Child Blueprint Class, change it’s FoliageSettings to “MyNewTree”.

IMPORTANT! When painting your terrain with foliage, MAKE SURE that you set the foliage to Block All.

And that’s it!

Integrating the Foliage System with the Survival Template (MSGT)

Begin by migrating the FoliageSystem to your MSGT Content folder



Add the C-Foliage component to your SurvivalController



SurvivalController > GetActionType() function



Copy all the Events and variables from GS_FoliageGameState Blueprint
Paste them into the SurvivalGameState Blueprint.



You'll also have to re-create the 2 missing
functions inside the SurvivalGameState



Open the Str_Resources struct file inside /FoliageSystem
change the RewardWhenHarvested struct type to "Str_SGT_Inventory_Entry"



Change the Struct type inside BPI_Foliage, see image below.



Open the BP_MasterResource Blueprint, re-connect the
missing link inside GetRewardFromFoliageActor() function.



Replace the old Blueprint nodes with the 
ones you see below inside C-Foliage Component




Open the function ReplaceInstanceWithActor inside C-Foliage Component
replace GS_FoliageGameState with SurvivalGameState.



Edit DT_Resources, change the Reward settings to whatever you
 want this Tree to reward the player with.



Make sure the ResourceMesh is EXACTLY the same as
the Mesh you are "planting" with your Foliage Placement tool.



SurvivalController > BeginPlay, it should look like this: