EasyBallistics plugin

Yeah, by simply reducing the launch velocity in Bow_BP.

Hi,

first of all, thanks for the great plugin.

I’m currently having a problem, I can’t find the reason for.

I set up the Impact function of the bullet to call the Damage function of the Playercharacter via a Blueprint Interface.
Basically, that works just fine - somehow the Instigator is not valid. I want to show a hitmarker to the Player that shot the bullet - the instigator reference is just not valid.

The 2 screenshots are showing my bullet and character bp setup.

Thanks for the help.

Bullets spawned from ebbarrel get the instigator from the actor owning it. If your gun is a separate actor, make sure its instigator is set to the player currently holding it.
For bullets spawned directly, the instigator defaults to null and you need to manually set it.

I’ll double check if everything is set correctly in the plugin, from your screenshots it should work.

EDIT: tested, working. Updated the bow demo with example how it should be set up (in the old demo the gun is part of the player actor, in that case nothing needs to be done).

facepalm could’ve gotten that myself, thanks a lot - works now.

Version 1.81 released for UE4.16 and 4.17.
OnImpact event now returns face index of the hit (only if complex collisions enabled). This allows you to calculate UV coords of the hit.
I also fixed a bug that sometimes caused OnImpact to not fire if penetration depth was zero.

Hello there,

what would be the best way to always make the barrel shoot at the middle of the screen / crosshair position. In the example project you just show the crosshair on the predicted hit location which isn’t always centered.

Thanks for the help.

There are multiple ways to do that.
The simplest one is to simply place the barrel where the camera is (Battlefield games before BF1 for example).
A more complex solution is to do a line trace from the camera location to its forward vector, and rotate the gun towards the hit result, or straight if there’s no hit.

Hi!

Purpose your plugin and have problem with debug lines (that shows how bullet will moves).its does not work under water. With this one https://forums.unrealengine.com/comm…n-water-shader

One of most popular ocean project here. if you need basic project to check. i can send you a link for 4.17 engine.

Looks finally find what create this problem… with collition))) So finally can shoot in water)))))

P.S. Each time i think how it was Hard to make on Unity and how EASy its on Unreal engine))))))))))

Yeah, you can also set what collision channels the bullet reacts to in bullet’s blueprint.

How’s the 4.18 update coming moook? Will you update your example project too?

4.18 is out in marketplace already

It is! Thanks for the heads up

Yeah, sorry, it was impossible to download the 4.18 version for a few days. Issues with Epic’s new update submit process. It’s fixed now.

Any idea when 4.19 will be available?

Thanks

Update has been submitted already, but it usually takes a few days to process.
If you need it quicker, you can recompile it yourself, here’s a quick tutorial on how to do that: https://www.youtube.com/watch?v=WtfLfYY_k2Y

Great, thanks man!

Bought the plugin a few days ago and have been messing with it quite a bit.

It’s been awesome so far and I’ve been very happy with it overall.

I’ve run into something that I don’t quite know how to work around though.

I used some assets from the example project and migrated them to my own.

When two objects are close to each other the projectile seems to teleport.

Attached a screenshot for visual reference.

I’ll just repeat here what i replied in the PM so others can see it too:
That’s what other penetration trace types in material response map are for. For thin solid objects like this, “solid” mode should work better than default back trace (which is for objects made of multiple parts, at the cost of skipping small gaps)

Anyway, **version 1.82 **will be out in a few days, fixing issues with replication of EBBarrel components attached to non-pawn actors.

Another small update. Better debug visualization of bullet trajectory, lets you configure width and color of the traces.