I recently started a new project with the Arena Shooter template in 5.6. I have some questions about how I can add or tweak some mechanics, like reloading, equip/unequip animation, etc.
So far, I have been adding things to the weapon base, but have run into some challenges. I’ve tried to find tutorials, but I haven’t found any that are approaching development by building off of the template like this.
From the ShooterWeaponBase blueprint, I added a series of nodes for it to play a reload montage (or wait a set time,) set and unset an “is reloading” variable, then update the HUD after reaching 0 bullets in a clip. I also added a simple muzzle flash particle system and audio cue to trigger when a bullet is fired. This works as intended, but it seems that the weapons will always reload immediately after the second-to-last shot (i.e. shot number 11 out of a 12-round mag,) and will not play the SFX/VFX on the last bullet fired. How can I fix this?
I also can’t seem to get an Input Action working for manual reloading. I was able to add a “dash” function on the FirstPersonCharacter BP, but can’t figure out how to get a reload working on player input. Since I’m using the Arena Shooter template, I also have the ShooterCharacter BP, which seems to act like an additive layer that allows for weapon handling and all that. If I have reload logic on the WeaponBase itself, how do I call it from another blueprint, or do I even need to? How do I get this working?
Lastly, I tried to apply a similar series of logic to get an equip/unequip montage to play when picked up or switched. The pickup sound will always play, but the animations never do. What am I missing that would make this work?
Thanks in advance!