Advanced Laser, Energy, & Bullet Decal System

Advanced Decals New Update! Super Modular and Quick to Setup.

New Update Released**
-) The new update contains an “EASY BUTTON” option for people. I’ve added a custom function library so you can easily plug this functionality into any character, controller, or pawn.
-) Included sample code for the First Person Template, Third Person Template, TopDown Template, Sidescroller Template, and even the Flying Template.
-) Install the decal system in minutes to any application.

How to use Guide****

Setup:

  1. Add the pack to project
  2. Load the physics config shown HERE
  3. Load the AdvancedDecals demomap and ensure everything works!

Basic Use:
4) Inside of character, controller, or pawn blueprint, Right Click to obtain the context help menu
5) Type in “Advanced Decals” into the filter and you will see several functions, choose “Advanced Decal Gun Simple”

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*Notes (Base is like the demo room) (Custom is a starting for creating your own inputs and outputs) (Gun is a version that has a Player Index option)

  1. Input the Required Data into the fields

  • InFireStart : Start Vector for the Gun Fire
  • InForwardVector : Direction of Gun Fire
  • InFiringRange : Max Distance the gun can shoot
  • InIgnoreTrace : Actors that are ignored, include your own model
  • InDecalSize : X,Y is the size, Z is the depth of projection
  • WeaponEffects : Customized set of effects for this Gun/Character
  • OutHitResult: Output the trace data if user requires it
  • OutDidHit : Output if we actually hit anything

Weapon Effects:
7) Right click on the blueprint and type “Make EffectsStruct”
8) Input all of your Particle effects and Decal Materials for this weapon and for each surface type (metal, dirt, carpet…)

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  1. DONE! Go shoot it up!

Sample Snippets Included!
For even faster iteration time, I have include some example code snippets for the common engine templates. Look under Decals–>Blueprints in the Content Browsers

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Then choose what templated version you need and open up the blueprint. From there, you can quickly copy the code and default EffectsStruct into your own blueprint for quick implementation. Thats it!

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This new update makes it super simple to implement into any code project. I have tested it with all of the 4.7 templates. Let me know if there are any problems.

Have fun with your GameDev! =)
-Devero