I have an issue with a basic ammunition system for the BP_Rifle blueprint in the First Person template.
I am able to set an ammunition limit, and also have ammunition pickups which all work 100%
The only issue is when the ammunition get to 0, no matter much additional ammunition I add, the rifle will still not fire.
Once the True condition of the branch is met once, it never checks that condition again, even when the value of Player Current Ammo is above zero.
Does anyone have any insight into this?
I notice you have two BPs here. So you have two versions of the ammo variable.
Best to use only one, in the gun…
Thanks for the reply.
Yes I figured this out. I had to cast to FirstPersonCharacter, and only use the version of Player Current Ammo that resides in that blueprint.
Rookie error!
Thanks for the reply!
Better to have it in the gun. When you start swapping guns, you can’t manage it in the player 
Ahh good point.
So that means you can have different ammo amounts and types per type of gun?
Thanks so much, that makes a lot of sense.
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Any tips on how to make this work with the BP_Rifle Blueprint
How do I cast to BP_Rifle from another blueprint, for example picking up ammunition?
Take a look at how the rifle fire current works.
When the rifle is picked up, it binds to the fire event. You could also do this for a reload event.
Thanks so much, I will give that a go!
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