Better way to achieve semi-automatic fire for third person shooter?

Gotta love Internet hijinks.

I’m really sorry if I’m bothering you, or anyone else who reads this thread – this probably should’ve been a discussion rather than a Q&A to begin with – but would overriding the Fire function be enough? It determines how the weapon behaves and how to use ammunition, sure, but shouldn’t the type of Input Trigger be determined before it’s called?

Player event graph, where all inputs happen


GunMaster event graph, where Fire input is processed

Inside GunMaster’s Fire function, for transparency

Pre-existing Shotgun override

Again, I’m really sorry for wasting anyone’s time or space in the wrong section…