I just bought the Animated One of Each FPS Weapons Pack and for some reason the sprint animation for the MP7A is “broken”. While all other weapons of this pack works great, the MP7 is glitching trough the hands while sprinting.
I retargeted the Arms to my other UE4 default skeleton so that I’m possible to use all animations. Added everything (including the weapon socket) to my own player class and the MP7 isn’t working the way it should. Any idea what causes this problem?
A bit of cross-thread posting, but we had a question about wither the handle sights come off the L86 and just wanted to share that it is packaged up separately and you can see them below:
hi! on some pictures of the MP5 the stock is folded, on some there is none and on some it is un-folded. so, wich one is it? is the stock a separate mesh that we can change from folded to unfolded mesh or delete?
Lol good luck. Marketplace is at a stand still pretty much. Epic is going Nintendo in terms of drip feeding content onto the store. Updates for stuff that was submitted as soon as 4.17 came out still hasn’t been released yet
As a consumer it should inspire confidence as the slow down is happening in part because the review process changed up recently and got a bit more strict. The slowdown is definitely in part caused by the new reviewers getting spun up and learning how everything works as well as all of us content producers having to learn all of the new quality checks that are being put in place and making sure our packs meet the standards set by Epic. So as a consumer it means the packs that do make it through will be more consistent and of a higher quality once we all make it over this hump.
Hey guys
We are building a VR stealth/fps game using a number of your weapons (m4, xm8, mp7, 92fs), however we have noticed that the scale feels a bit off in VR. The pistols and SMG’s feel like they are about 10-15% too large compared to the real life counterpart and the rifles feel about 5-10% too large. What is the best way to scale these down without breaking too much functionality (or is there a setting we might have missed?).
Are you guys aware of this size discrepancy? Is there a mistake we might have made when setting up the project or something else we might have missed?
(Creating a BSP to the correct scale and placing the weapon on top of it as comparison also proves the weapons are a little large compared to what they should be).
Hey there @michaelwbell thanks for reaching out. Do you mind taking a screenshot and sending it over to us at support(at)ironbellystudios.com? We haven’t heard this kind of feedback before, so it’d be great if we can take a look. Cheers!