Easy Weapon System is a flexible and optimized template to help you get started with a third-person perspective game!
The main features include an interaction system, customizable weapons (melee and ranged), example AI, and more!
Check it out on Fab!: https://www.fab.com/listings/62187605-42d2-4191-ac02-ea7ea0a2ca26
Looks Awesome @Pio112233!
I have two (2) Questions:
What Projectile methods used?
- UE Built-in Projectile component
- Custom Projectile components/function/
- Instant Hit.
- All the above.
- None of the above.
How are Projectiles fired?
- Fired from Camera Center Screen.
- Weapon Barrel.
- Both.
- None of the above.
Thanks @TechLord !
I’m using a Multi Line Trace for instant hits. There is no projectile physics simulation, but setting your collision responses accordingly allows projectile penetration and blocking.
For firing, I’m using a customizable spread, and the projectiles are launched from the camera, so they can stay aligned with the crosshair despite the camera being offset from the character. That said, the location is taken from an interface function which allows you to plug in the location of the weapon’s muzzle if you wanted to do that (or any other location!).
Thank You Sincerely for the prompt response @Pio112233. The questions were in regards to using Easy Weapon System for my game which use a independent Multi-perspective Third Person Camera System. Thus the Avatar and Weapon can be anywhere in 3D space, while the camera is somewhere else. I use projectiles, line traces, physics, and instant hit to support grenades, missiles, rockets, lasers, ammunitions, flame throwers, and melee weapon tracing. This is all done with consideration to multiplayer.
Looks interesting!
You could adjust the Get Firing Rotation and Location interface function to get the firing location you’re after. The function is called on the server, so you potentially might need to set the location and rotation on the server before those get passed to the function.
For using custom projectiles, you can override the SpawnBullet event in a child Ranged Weapon class, and make it spawn your projectile, then also call MC_Attack_FX to play the firing effects to other players, and decrement Current Ammo. The rest of the function handles damage and impact effects, but your projectile handles those probably. If not, you can copy and paste the impact FX logic into your projectile class to be executed on EventHit. @TechLord
Please provide a video that demonstrates this capability...
as that sounds like work I’m not interested in doing. I just want to plug n play the system and swap media.
I’ve already acquired several weapons game systems and game templates. All shoot from center screen as default implementation
But, when considering a projectile fires from weapon barrel/nozzle, bow, hand (ie: fireball spell) I’m shocked this implementation is not more common. This implementation is more realistic, versatile and suitable for any perspective.
Easy Weapon System has some stiff competition.
Some Weapons Subsystems I’ve acquired have really cool features such as weapon pick up/put down animations, patterned recoil, multiple projectile types, projectile effects such as ricochet and penetration based on material.
If you want stand outside the crowd, consider a Dual Wielding Weapon System.
" versatile and suitable for any perspective"
It’s not, that’s why I didn’t use it. And that’s why all assets fire from the camera (because it works).
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