FPS Game Starter Kit

vehicle gun uses a springarm, you can divide the axis value on the input like on the character to make it move faster or slower.

grenade throw animation montage for unarmed is on the character, for when there is a weapon then on that weapon child class.

Thank you. And do you know how to set your character animation so that your hands are more forward while holding the pistol ? (the rest of the weapons are matched)

Hi, check the ironbelly tutorial as reference for how to add custom animations.

Hello - is it possible to turn off the Inventory system?

Hello, first of all, thanks for all your hard work and keeping your FPS Kit up to date with cool stuff.

I’ve run into a problem in UE5 where the Vehicle station no longer works and has a lot of errors in the Blueprints pictured below:

Basically, the cursor doesn’t show up.
Is there any way to fix this?

Thanks!

Hi, you can disconnect the input for it on the character bp

Hi, I replied to you on the store page, in any case, there is a UE5 tutorial that has alternative vehicles for it, in that picture spawn that class instead of the old one. In any case, once sellers are allowed to list assets as UE5 compatible a version for it will be published.

Hi. How do I slow down AI rotation so it’s not so fast? Thanks

Hi, in its behavior tree the “wait” node can be changed. I recommend you check out the playlist that’s linked on this page How to use the AI – FPS Game Starter Kit

Thanks for the answer, but I didn’t mean the time between rotations, but slowing down the rotations themselves … ?

It uses the built-in rotate to face BB entry, you can increase the wait time to 5 seconds or more and add an event tick to the enemy blueprint that rotates it much slower


But I would like to point out that the included AI is meant to be used for prototyping while your actual AI is still in development so that you have something to shoot at. I recommend this playlist from epic if you require more advanced artificial intelligence instead of forcing the prototyping one to do what you want it to do Making Game Ready AI | 01 | Live Training | Unreal Engine - YouTube

Hi. I have a question: how can I increase my opponent’s view range ?

Hi, you can increase the radius of the multispheretrace inside the agro service.

Thanks, and is it possible to set two different BP_EnemySoldierProjectile? (exactly Base Damage)

You can create child classes based on the enemy projectile, and use a variable for damage inside them, then set the enemy to spawn whichever projectile child class you wish.

Hi. When i migrate fps game kit ue5 to my project, than get warning. See screen. What problem could it be? ini file i migrate to. Clean fps project work fine.

Hi, you are correct, when migrating in unreal, it does not take the config ini files with it, so it doesn’t have input, collision types and surface profiles. Add your assets into it instead, or delete what you migrated, copy the config files, then migrate again, so that it has them in there in advance.

Tnx! But you now, UE5 has bug with nanite. In the old created project before 5.0.0. nanite not working in new version engine. U could check it. Open project with new release and nanite not working [UE5] Nanite bugged in new version of UE5? - Unreal Engine / Rendering - Unreal Engine Forums But i think problem is solved. Need change RHI

Hi. I have a question. In BPC_WeaponShotgun I have 0.5 damage and the opponent has 1 health, but when I shoot once, the opponent loses all health. How to change it ?

Yep in UE5 release Nanite is DX12 only, but given how many people reported the setting not working properly, I would imagine Epic is aware of it and will look into it.