# Generic Shooter: Support Thread

**URL:** <https://forums.unrealengine.com/t/generic-shooter-support-thread/32678>\
**Category:** UE Marketplace\
**Tags:** unreal-engine\
**Created:** [June 15, 2015, 10:15pm UTC](https://forums.unrealengine.com/t/generic-shooter-support-thread/32678 "2015-06-15T22:15:21Z")\
**Posts on this page:** 20\
**Page:** 1

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**Author:** ![Allar](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Allar](https://forums.unrealengine.com/u/Allar)\
**Post date:** [June 15, 2015, 10:15pm UTC](https://forums.unrealengine.com/t/generic-shooter-support-thread/32678/1 "2015-06-15T22:15:21Z")

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[SIZE=28px][JOIN THE GENERIC SHOOTER SUPPORT DISCORD! Chat with other Generic Shooter Devs!](http://discord.gg/yShcysP)[/SIZE]

[New Wiki is a work in progress.](http://wiki.gamemak.in)

\*\*OVER 1600 COPIES SOLD! \*\*

Important: The 3D UI has been officially deprecated and will no longer be in 4.10+ versions. It has been replaced with a much better 2D UI system.

Important: 4.17+ has been completely rewritten. It will take some time for documentation to catch up and for builds to be stable. Generic Shooter is moving toward a more modular system approach.

**GENERIC SHOOTER FEATURES:**

- 100% Blueprint

- First person and Third person camera views

- Full support for multiplayer

- Includes Deathmatch and Team Deathmatch game modes

- Configurable options such as round timer and friendly fire

- Randomly chosen teams with team name and team color support

- Pre and Post game Lobby

- In-game Chat

- In-game Scoreboards

- In-game Kill Feed

- Configurable Instant Hit and Projectile weapons

- Includes basic pistol, rifle, grenade launcher, and rocket launcher weapons

- Includes very basic placeholder animations for first and third person

- Weapons can be dropped, behave as physics objects, and can be picked back up

- Ammo pickups

- Hit markers and take damage indicators

- 3D Frontend menu with full keyboard and mouse support

- Persistent settings menu

- Functional server list\*

- Customizable player hats

- …and lots of little things to add polish done through iterative feedback and playtests done on my twitch channel.

**CURRENT VERSION: v1.8**

Known Issues:

**In 4.17 if you can’t hear other player’s gunshots…**

1. Open up BP\_Weapon\_InstantHitComponent
2. Open up the function SimulateInstantHit
3. Add this node:  
[Screenshot - 6cbe8d1c0138d5d9cbeea56171308c9b - Gyazo](https://gyazo.com/6cbe8d1c0138d5d9cbeea56171308c9b)
4. Open up the function SimulateInstantMultishot:
5. Add this node: [Screenshot - 9de7ccfe1ce4d3413cf52af20e380fd5 - Gyazo](https://gyazo.com/9de7ccfe1ce4d3413cf52af20e380fd5)

**In 4.18 if Deathmatch has the Server seeing players as one color and clients see another:**

1. Open up BP\_TeamManagerComponent
2. Open up the BuildTeamDisplayInfos function
3. Add this node: [https://i.gyazo.com/e7e4e61beffa7666…d6e8afab92.png](https://i.gyazo.com/e7e4e61beffa76661c0f4fd6e8afab92.png)

**CHANGELOG:**  
07/24/2015: Ambitious Artichoke: General bug fixes and improvements, added a lobby, better support for explosion decals  
08/07/2015: Butchering Beagle:

- Out of the box tested support for PC, Mac, Ubuntu, Android (Galaxy S5, Nvidia Shield Portable), iOS (iPad 2) and PS4.

- Mobile support from me will be very limited. Also, mobile UI is playable, but its pretty annoying. Will revisit when I can add buttons and joysticks to the HUD without joysticks eating all input

- Mobile “Join Session” node in BP seems to not work with OnlineSubsystemNull (engine bug), but mobile can connect to servers via 4-finger tap and “open” command

- By setting the project’s default map to MenuShell, the game will automatically load a Desktop or Mobile main menu based on what platform you are on

- Crouch functionality has been added.

- Fixed bug where map vote would stall if timer expires and no one has voted

- Fixed bug where if a client joins the game late after the lobby screen has disappeared, their first person arms would appear invisible

- Fixed bug where if you didn’t give a player a Primary slot weapon by default, they would spawn holding nothing even if they had another non-Primary weapon

08/10/2015: Epic-created update to fix “Add To Project” vs “Create Project” buttons in the launcher. If you already have the 08/07/2015 version, this update has nothing new feature or bugfix wise, and only addresses an issue with the launcher.  
09/22/2015: 4.9.1 version of Butchering Beagle released to the marketplace.  
11/13/2015: Generic Shooter marked 4.10 compatible without requiring any changes  
01/04/2016: Cathartic Crouton Released for 4.10+

- Change: Entire 3D UI system has been ripped out and replaced with a much better and easier to use 2D UI
- Change: Mobile and Desktop main menu paths merged together, only one main menu exists for desktop and mobile platforms now
- Change: Did a deep animation pass and fixed many of the 4.7-\>4.8 animation issues. Made more placeholder animations. 1P weapons now are perfectly centered when aiming down sight when using offsets of 0,0,0.
- Change: Minor performance optimizations across the board
- Change: Improved asset file naming conformity (especially regarding animations)
- Feature: Very much improved support for programmatic addition of Game Mode settings in the main menu UI (Tutorial coming soon)
- Feature: Exposed “Prefer Third Person” to main menu settings
- Feature: BP\_Deathmatch (therefore all game modes) now has settings to control whether player nametags are visible
- Feature: Basic jumping is now supported ‘out of the box’
- Feature: Fall damage
- Bugfix: Unintentional vertical 1P jittering
- Bugfix: Grenade Launcher explosion hitch related to obscure but reproducible Garbage Collection bug in core Engine
- Bugfix: Empty sound cue VolumeTesting\_SFX
- Bugfix: Clients only see one impact for shotguns instead of scattered impacts (Client shotgun scattered impacts are now implemented but are only approximated to save bandwidth)
- Bugfix: Looped weapon fire sound cues and muzzle flashes replicate incorrectly
- Bugfix: Clients’ auto reload is not in sync
- Bugfix: Animation speed issues on clients, clients’ run animations play at a faster rate than intended
- Bugfix: Rocket projectiles are not rotated correctly on clients
- Bugfix: LAN shows Online Games and Online Games shows LAN with Steam subsystem enabled
- Bugfix: Dedicated servers don’t properly clean themselves up after round end

2/29/2016: Cathartic Crouton Patch 1

- Change: Deep clean pass across all content
- Bugfix: Looping muzzle flashes don’t stop when running out of ammo
- Bugfix: Tracer rounds don’t have correct rotation on spawn
- Bugfix: Weapons dealing double damage in many cases
- Bugfix: Having only Team spawn points without any ‘Any’ spawn poitns causes ‘Can’t Find Player Start’
- Bugfix: Semi-auto weapons don’t respect Time Between Shots

04/19/2016: Cathartic Crouton Patch 1 - 4.11

- Change: Minor changes to work with 4.11 smoothly
- [Bugfix: Scoreboard not rendering game mode description correctly](http://i.gyazo.com/52fa3c92c1220c1fd1267de5dde7f7e7.png) (Thanks Chitolocz)

05/18/2016: Cathartic Crouton Patch 2 - 4.11

- Feature: BP\_GameMode now has an ‘Enable Multiplayer’ property where if disabled prevents the game from hosting a server. Host Game UI also reflects this.
- Feature: Servers should now ensure that a session has been created even if a server is created without the main menu UI. This should make batch testing / dedicated servers easier to be listed when searching.
- Change: BP\_DefaultImpactEffect now has asset data stored in a series of structs for easier management
- Change: BP\_DefaultImpactEffect now has the ability to load in effect assets asynchronously. This is disabled by default. If you define your own impact effect class, you should note that all instant hit weapons now have a property dictating whether to auto-load all impact effects immediately or not. If this is turned off, then all impact effects used by that weapon will load asynchronously.
- Bugfix: Can’t pick up weapons from weapon spawn factories. [Fix is shown here. Enable ‘Ragdoll on Spawn If Dropped’ in BP\_WeaponFactory -\> Spawn Weapon](https://i.gyazo.com/2b278f6695c19e40b6deea17261e9e45.png)
- Bugfix: Disabling lobby causes mouse cursor to get stuck on match start. [Fix here by adding these nodes in WB\_Lobby -\> ShowLobby](https://gyazo.com/c7d2cf67bb5dc338b6e67e4e4da4cdb7)
- Bugfix: Explosion Decals stretched weirdly. [Fix is shown here. 4.11 appears to have changed how decal sizes work. Flipping these values around will make it work correctly. Make this change in BP\_ExplosionEffect -\> SpawnDecal.](https://i.gyazo.com/5091135b0ba517c7fe24ebe92a11e371.png)This was done for weapon fire but I mistakenly overlooked explosions.
- Bugfix: Chat no longer appears when pressing T in-game. Fix is shown here. Simply define a Tick and add a call to parent function in WB\_HUD\_Desktop. 4.11 Tick inheritance seems to have changed [as of this answerhub](https://answers.unrealengine.com/questions/411404/widget-blueprints-dont-call-base-class-tick-if-tic.html) post.

07/11/2016: Cathartic Crouton 4.12.5 (Must have Hotfix 5 or later)

- Change: BP\_PlayerCharacter and BP\_PlayerCameraManager now use a First Person character mesh attached to a camera and spring arm. 4.12 mysteriously broke transform math for more optimized approach.
- Bugfix: Fixed 4.12 related issues mostly related to broken nodes needing to be re-done.
- Bugfix: When mouse is set to inverted, it becomes reset after death. [Fix is shown here.](https://trello.com/c/RQAWLRLi/237-bug-when-mouse-is-set-to-be-inverted-mouse-becomes-uninverted-after-death)
- Bugfix: When weapon fire sound is set to loop but muzzle flash is not looping, weapon fire sound never stops on clients. [Fix is shown here.](https://trello.com/c/naBbJtTU/233-bug-looped-sounds-forever-loop-on-clients-even-when-weapons-have-loop-sounds-enabled)
- Bugfix: Sometimes client lobby screen titles are cut off. [Fix is shown here.](https://trello.com/c/CuxkhtW9/224-bug-client-lobby-screen-title-being-cut-off)

09/20/2016: Dank Drumstick 4.13

- Change: 4.13 Compatibility
- Change: All asset names now conform to [http://ue4.style](http://ue4.style/)
- Change/Feature: Greatly reworked character definition system. Character infos are now defined as BP\_CharacterInfo classes. This adds support for characters of different skeleton types. These character infos also define which animations to use with weapons, as well as weapon offsets
- Change: Weapon animations are now pulled from character info and are not stored in weapon classes
- Change: Server is now aware of client’s camera view mode
- Change: All impact effect decals now have lifespan default to 10 seconds instead of 0 seconds (so that they clean themselves up over time)
- Feature: Very basic Foot IK, disabled by default. Hopefully improved in later versions by use of animation curves
- Feature: Game modes now have an option to not shuffle team infos, thus making team info data static
- Feature: Footsteps. Footsteps have the ability to have unique effects per physical surface type, however I only ship a generic footstep for all materials. Footstep effects are defined in BP\_CharacterInfo classes
- Feature: More consistent and better weapon fire line traces and projectile spawning
- Feature: Player controllers now have a checkbox for picking a random more human readable player name on begin play
- Bugfix: Client projectiles now no longer choppy in-flight -@gbr
- Bugfix: [Picking up ammo throws an error](https://trello.com/c/oEsaOHZ7/243-bug-picking-up-ammo-throws-an-error)
- Bugfix: [Server not replicating listen server player third person impacts correctly](https://trello.com/c/uVY83Lnb/245-bug-server-in-some-cases-is-not-replicating-a-good-hit-location-properly)
- Bugfix: Weapon offsets were not working. Now replaced with new character info system

03/21/2017: Electric Eel 4.15

- Feature: 4.15 Compatibility
- Feature: Add Auto-Detect Video Settings option
- Feature: Add FPS Limit options to Video Settings
- Feature: Add Foliage Quality to Video Settings
- Feature: Add VSync option to Video Settings
- Feature: [Make a bool for ammo display style](https://trello.com/c/khGAoSfk/267-make-a-bool-for-ammo-display-style-so-people-stop-asking-about-ammo-display-style)
- Change: All Blueprints guaranteed to have return nodes
- Change: Greatly simplified Character Async loading logic
- Change: Video settings handling is far improved from hacky pre-4.11 solution to post-4.11 features
- Change: DefinedCharacters, DefinedGameModes, and AvailableTeamInfos are now Sets instead of Arrays
- Change: Change copyright notice from 2015 to 2017
- Change: Disable SteamVR and Enable OnlineSubsystemSteam by default
- Change: [PlayerCharacters should have a configurable lifespan on death](https://trello.com/c/NTq5NwBT/293-playercharacters-should-have-a-configurable-lifespan-on-death)
- Change: Add DamageTime to LastDamageTaken struct -\> When damage has occurred in game time
- Bugfix: [Strange bug where network play literally falls apart, i.e. desynced movement, desycned clients, etc. Happening since 4.14, is extremely rare but those who get it are stuck without a fix.](https://trello.com/c/w2bj75kw/257-bug-strange-bug-where-network-play-literally-falls-apart-i-e-desynced-movement-desycned-clients-etc-happening-since-4-14-is-extr)
- Bugfix: [Possible HUD issue if hp is \>0 and \<1](https://trello.com/c/WNv6mb8C/254-bug-possible-hud-issue-if-hp-is-0-and-1)
- Bugfix: [Rare case where tooltips for weapons are being shown while the the target weapon is pending kill](https://trello.com/c/AcPFxhJc/260-bug-rare-case-where-tooltips-for-weapons-are-being-shown-while-the-the-target-weapon-is-pending-kill)
- Bugfix: [Can land on your own rockets while shooting down while falling](https://trello.com/c/cKIdTFMQ/277-bug-can-land-on-your-own-rockets-while-shooting-down-while-falling)
- Bugfix: [Clients sometimes not seeing correct lobby camera on join](https://trello.com/c/vIGfSkKo/253-bug-clients-sometimes-not-seeing-correct-lobby-camera-on-join)
- Bugfix: BP\_DefaultImpactEffect does not clean itself up over time. It should.
- Bugfix: Titles cut off for game mode name in scoreboards due to caching of placeholder text box
- Bugfix: TestMap box points to Slack instead of Discord
- Bugfix: [Bad damage info propagation](https://trello.com/c/d1VLfdD9/265-bug-bad-damage-info-propagation)
- Bugfix: [Lobby screen pings are not being reflected correctly. Need to be multiplied by 4.](https://trello.com/c/bHl9VxKw/296-bug-lobby-screen-pings-are-not-being-reflected-correctly-need-to-be-multiplied-by-4)
- Bugfix: [Server name changes when player reconnects](https://trello.com/c/jO3HY9s7/279-bug-server-name-changes-when-player-reconnects)
- Bugfix: [Accessed None in BP\_GameState when cooking](https://trello.com/c/xLIGxLVR/297-bug-accessed-none-in-bp-gamestate-when-cooking)
- Bugfix: [Accessed None in BP\_PlayerCharacter in Main Menu](https://trello.com/c/h3voW47h/300-bug-accessed-none-in-bp-playercharacter-in-main-menu)
- Bugfix: [Name tag rendering sometimes just wrong](https://trello.com/c/g7ZTOy0n/255-bug-name-tags-persist-after-map-change-team-change)

05/23/2017: Generic Shooter v1.6

- Change: Versioning now purely numeric based from now on
- Change: Folder structure for most assets have changed, dramatically. Take care when upgrading, as many asset references may become null. Mostly related to character art and animations.
- Change: System used for picking up and interacting this has been modularized as Generic Interaction Component. This will be available as a separate marketplace asset, but its core comes shipped with Generic Shooter.
- Change: UE4 4.16 compatibility. This is not backward compatible.
- Change: Switched from caching function inputs to 4.16’s function parameter direct access get nodes.
- [Bugfix: Fixed bad calculation of delta throw time in DetermineWeaponState.](https://trello.com/c/IJE9lAOn/304-bug-bad-time-handling-in-throwing)

08/12/2017: Generic Shooter v1.7 (Unstable)  
**Literally re-wrote almost every major system.** This version is not backward-compatible in any sense. It also isn’t forward compatible. The rewrite is still in process, but this version seems to be relatively bug-free, however, I’m sure my customers will find many, many bugs with this version. Generic Shooter is moving towards a more modular system approach. Here is the folder structure for this build: [https://i.gyazo.com/1c3adce778ae3c56…94580c97ff.png](https://i.gyazo.com/1c3adce778ae3c56112f0494580c97ff.png)

10/29/2017: Generic Shooter v1.8  
\*\*Rewrote even more systems. Much more modular. \*\* This version is not backward-compatible in any sense. It also isn’t forward compatible. The rewrite is still in process, but this version seems to be relatively bug-free, however, I’m sure my customers will find many, many bugs with this version. Generic Shooter is moving towards a more modular system approach.

Submitted: Generic Shooter v1.8.1

- Bugfix: [Server sees different (incorrect) color for players when in Deathmatch, but clients see correct color.](https://i.gyazo.com/e7e4e61beffa76661c0f4fd6e8afab92.png)
- Bugfix: Disabling Delayed Start caused a broken camera. The fix for this is fairly complex but is isolated to the LobbyManager module and the GS Core Example Blueprint Function Library.
- Change: Removed unused variable bCanADS from BP\_Weapon\_Base
- Change: [By](https://i.gyazo.com/a196d84ca326ccaf55f3e1e37af07645.png)[default](https://i.gyazo.com/a196d84ca326ccaf55f3e1e37af07645.png)[you can’t walk off ledges when crouching. This has been enabled in BP\_PlayerCharacter’s CharacterMovementComponent.](https://i.gyazo.com/a196d84ca326ccaf55f3e1e37af07645.png)
- Change: BasicSkinner module renamed to Skinner and is now also a standalone asset in the marketplace.
- Change: BasicStatManager module renamed to StatManager and is now also a standalone asset in the marketplace.

**TUTORIALS:**

Due to 4.17 changes, literally, all tutorials and documentation have to be rewritten. Documentation will be provided at [https://wiki.gamemak.in](https://wiki.gamemak.in)

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**Author:** ![Allar](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Allar](https://forums.unrealengine.com/u/Allar)\
**Post date:** [June 15, 2015, 10:15pm UTC](https://forums.unrealengine.com/t/generic-shooter-support-thread/32678/2 "2015-06-15T22:15:51Z")

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**TUTORIALS:**

Due to 4.17 changes, literally, all tutorials and documentation have to be rewritten.

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**Author:** ![Xi4](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Xi4](https://forums.unrealengine.com/u/Xi4)\
**Post date:** [June 16, 2015, 3:56pm UTC](https://forums.unrealengine.com/t/generic-shooter-support-thread/32678/3 "2015-06-16T15:56:16Z")

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Looks great, good job. Will consider using this in future projects. 🙂

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**Author:** ![anonymous\_user\_1a4e5843](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_1a4e5843](https://forums.unrealengine.com/u/anonymous_user_1a4e5843)\
**Post date:** [June 16, 2015, 4:49pm UTC](https://forums.unrealengine.com/t/generic-shooter-support-thread/32678/4 "2015-06-16T16:49:14Z")

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good news)

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**Author:** ![anonymous\_user\_2a09f2b7](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_2a09f2b7](https://forums.unrealengine.com/u/anonymous_user_2a09f2b7)\
**Post date:** [June 16, 2015, 8:01pm UTC](https://forums.unrealengine.com/t/generic-shooter-support-thread/32678/5 "2015-06-16T20:01:12Z")

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GENERIC SHOOTER

Status Changed!🙂

:B

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**Author:** ![anonymous\_user\_4778c7401](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_4778c7401](https://forums.unrealengine.com/u/anonymous_user_4778c7401)\
**Post date:** [June 17, 2015, 3:02pm UTC](https://forums.unrealengine.com/t/generic-shooter-support-thread/32678/6 "2015-06-17T15:02:05Z")

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Can i received a e-mail when this AWESOME thing comes out ?

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**Author:** ![zeOrb](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@zeOrb](https://forums.unrealengine.com/u/zeOrb)\
**Post date:** [June 17, 2015, 3:09pm UTC](https://forums.unrealengine.com/t/generic-shooter-support-thread/32678/7 "2015-06-17T15:09:54Z")

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Weird, can’t find it either =/

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**Author:** ![Luftbauch](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Luftbauch](https://forums.unrealengine.com/u/Luftbauch)\
**Post date:** [June 17, 2015, 5:00pm UTC](https://forums.unrealengine.com/t/generic-shooter-support-thread/32678/8 "2015-06-17T17:00:37Z")

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@ i wrote you two times a pm and i am confused, because of no reaction.

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**Author:** ![ToxinGaming](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@ToxinGaming](https://forums.unrealengine.com/u/ToxinGaming)\
**Post date:** [June 17, 2015, 5:07pm UTC](https://forums.unrealengine.com/t/generic-shooter-support-thread/32678/9 "2015-06-17T17:07:41Z")

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I’m hoping this will be available tomorrow. Can’t wait to continue developing my project with this.

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**Author:** ![Allar](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Allar](https://forums.unrealengine.com/u/Allar)\
**Post date:** [June 17, 2015, 5:33pm UTC](https://forums.unrealengine.com/t/generic-shooter-support-thread/32678/10 "2015-06-17T17:33:51Z")

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The release of this was delayed. @ is working on correcting this asap.

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**Author:** ![MrMrC](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@MrMrC](https://forums.unrealengine.com/u/MrMrC)\
**Post date:** [June 17, 2015, 8:16pm UTC](https://forums.unrealengine.com/t/generic-shooter-support-thread/32678/11 "2015-06-17T20:16:15Z")

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Delayed as in not coming to the Market Place this week?

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**Author:** ![Allar](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Allar](https://forums.unrealengine.com/u/Allar)\
**Post date:** [June 17, 2015, 8:37pm UTC](https://forums.unrealengine.com/t/generic-shooter-support-thread/32678/12 "2015-06-17T20:37:00Z")

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> [@MrMrC;313501](#):
>
> Delayed as in not coming to the Market Place this week?

Hopefully not.

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**Author:** ![Skuba](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Skuba](https://forums.unrealengine.com/u/Skuba)\
**Post date:** [June 17, 2015, 9:55pm UTC](https://forums.unrealengine.com/t/generic-shooter-support-thread/32678/13 "2015-06-17T21:55:23Z")

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just bought it. I’m gonna mess with it later 🆒

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**Author:** ![anonymous\_user\_0b9aa713](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_0b9aa713](https://forums.unrealengine.com/u/anonymous_user_0b9aa713)\
**Post date:** [June 17, 2015, 10:17pm UTC](https://forums.unrealengine.com/t/generic-shooter-support-thread/32678/14 "2015-06-17T22:17:28Z")

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Just purchased this as well, I have a couple questions I sent you via email to your support email address. In the meantime, I’d really like to see a traditional lobby system where after the server is started you go into a lobby and wait for other players to join and chat with others. When the server pressed play, then everyone is transferred into the game.

Make it optional for those who want it…

Thanks for all of your hard work, hopefully it’s paying off for you!

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**Author:** ![anonymous\_user\_11034e9b](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_11034e9b](https://forums.unrealengine.com/u/anonymous_user_11034e9b)\
**Post date:** [June 17, 2015, 10:34pm UTC](https://forums.unrealengine.com/t/generic-shooter-support-thread/32678/15 "2015-06-17T22:34:36Z")

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So tempted to purchase this. Decision…decisions.

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**Author:** ![Allar](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Allar](https://forums.unrealengine.com/u/Allar)\
**Post date:** [June 17, 2015, 10:43pm UTC](https://forums.unrealengine.com/t/generic-shooter-support-thread/32678/16 "2015-06-17T22:43:49Z")

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> [@Schneeder;313570](#):
>
> So tempted to purchase this. Decision…decisions.

As a buyer of other things on the marketplace, if you like blueprints, its definitely above average quality. Is it for you though? Iunno. Buy it! Or not. @ is not a cop.

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**Author:** ![AsmundSchei](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@AsmundSchei](https://forums.unrealengine.com/u/AsmundSchei)\
**Post date:** [June 18, 2015, 12:33am UTC](https://forums.unrealengine.com/t/generic-shooter-support-thread/32678/17 "2015-06-18T00:33:33Z")

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This is perfect. I think I will use the scoreboard system in my Shootingrange simulator for moose-hunters.  
You got my 19.99. EDIT: I hope its possible to replace the gun sounds 😛 If I delete the sounds from the  
project, will I get blueprint errors or any other error?

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**Author:** ![Allar](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Allar](https://forums.unrealengine.com/u/Allar)\
**Post date:** [June 18, 2015, 1:15am UTC](https://forums.unrealengine.com/t/generic-shooter-support-thread/32678/18 "2015-06-18T01:15:13Z")

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> [@Frequia;313621](#):
>
> This is perfect. I think I will use the scoreboard system in my Shootingrange simulator for moose-hunters.  
> You got my 19.99. EDIT: I hope its possible to replace the gun sounds 😛 If I delete the sounds from the  
> project, will I get blueprint errors or any other error?

Awwwww yeah.

If you delete the sound waves, it should be fine, because the only thing referencing them is the sound cue. If you delete the sound cue, you might get a missing reference but it shouldn’t break the game. @ would advise you to edit the firing sound cues and either have them play nothing or add in your own sounds there. Setting a weapon’s fire sound cue to none is supported though.

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**Author:** ![anonymous\_user\_8d09ebd2](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_8d09ebd2](https://forums.unrealengine.com/u/anonymous_user_8d09ebd2)\
**Post date:** [June 18, 2015, 1:19am UTC](https://forums.unrealengine.com/t/generic-shooter-support-thread/32678/19 "2015-06-18T01:19:23Z")

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Most of this overlaps with everything I already have so I’m largely uninterested, EXCEPT I have an imperative question.

How does this handle weapon switching? Does it have functionality for switching between weapons on mouse scroll wheel, hot key, and / or defining pre-game load out setup? Because for some reason I have consistently had things fly over my head with regards to getting multi weapon functionality.

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**Author:** ![AsmundSchei](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@AsmundSchei](https://forums.unrealengine.com/u/AsmundSchei)\
**Post date:** [June 18, 2015, 1:21am UTC](https://forums.unrealengine.com/t/generic-shooter-support-thread/32678/20 "2015-06-18T01:21:27Z")

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Allright, thanks for your reply 🙂 Outstanding work and nice price tag as well.

[Next page](https://forums.unrealengine.com/t/generic-shooter-support-thread/32678.md?page=2)
