Generic Shooter: Support Thread

These chain replies are getting ridiculous, xD

What? If GS is Generic Shooter, FPS is already set up. Do you mean disabling third person? Will have that up tonight.

I’m not really sure what you’re doing with your muzzle, but I’ll be doing a tutorial on how to use other marketplace muzzle flashes tonight. Maybe that’ll help.

Does putting in your reload animation cause no reload animation to play? If so, you’ve assigned it right, but in your reload anim montage (it should be an anim montage), set the slot to Upper Body. Check out the provided montages to see an example of this.

Not really sure what this is about, this should never happen, and everyone who encounters it always seems to fix it with a restart 5 minutes later. I can never reproduce this.

It is full server authoritative. There is no lag compensation or client side prediction. Proper implementations of these would need C++ to not go insane.

Unreal and Steam have some systems regarding this, but generally I think its safe to assume that no, it doesn’t. However trying to join a server with different content packages usually gets rejected.

I can’t reproduce fire sounds happening on weapon empty on my end, but I’ll look into that. Are you using a looping sound cue?

Not sure why Fire would be called early, however, you should put all your visual effects in the same places I spawn all the muzzle flashes. Search for “spawn emitter” and you’ll see logic in various places like SimulateFire and StopSimulatingWeaponFire. That way it’ll get called and stopped appropriately over the network, as well as tying into the preexisting event system for weapon fire effects.

No matter what you’re going to have to remove the input bind for cycling cameras, and after you do that, third person or first person lock is a simple bool already.

Tracer particles don’t move. They are beam particles with an end point. See the supplied tracer for an example.

I did no thinking about that, because my weapon stuff relies heavily on some character logic as well and they are pretty well connected. You could however integrate all the realistic blueprint weapon actual fire mechanics stuff and tie it all into the Fire event on the server, which should also replicate pretty well… maybe.

Go ahead and do that, but the next update I’m going to push already has a “set round and kill limit to 0 to disable either/or/both”. All this is is really a >0 check before all the logic for checking those conditions is true. The logic has been refactored into different functions however in the update for the sake of organization and tying into pre-existing systems.

Awww yeah, hopefully those few hours of frustration mean that you can add in a new weapon in less time without frustration though. Bang bang bang bang bang.