Generic Shooter: Support Thread

I have a small problem, or well it’s big =) I added a new character, copied and retargeted the animebp all went fine. Tested it in game and it was all good untill i added a second player. Player 1: looks good, normal size mesh with all animations in place. Player 2: Mesh is suddenly godzilla sized (the big part ;p). Any encountered that before?

how do you fix the ragdoll’s to stop having seizures and flopping around?

Hey everyone,

I need some help. I found out that lowering the graphic settings break the online gameplay even in a blank template created with 4.17 or my working on project from 4.15.

I created a thread for this here: [Serious Engine Bug] Graphic Settings break Network game! - Feedback for Unreal Engine team - Unreal Engine Forums

If anyone have the same issues, can reproduce them or not - all feedback is welcome.

This usually means something is wrong with your anim bp, usually it means its trying to play an invalid or null animation.

This is dependent on the skeletal mesh’s physics asset. The default character’s use Epic’s physics asset, which is a little prone to doing that. A lot of marketplace content has bad physics asset setups which cause this, which will require you to fix it yourself unfortunately.

As you and others discovered, apparently if UE4 runs at a high frame rate (250+ fps) the built in networking in the engine breaks down. I don’t have a proper solution for this yet.

4.17 Known Issue Found:

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
  4. Open up the function SimulateInstantMultishot:
  5. Add this node: Screenshot - 9de7ccfe1ce4d3413cf52af20e380fd5 - Gyazo

why can’t I see ammo when placed in a map, and the ammo spawners won’t let you pickup ammo?

Thanks . On my BP_Weapon_Pistol I used event begin play -> Set fire sound with target BP weapon instant hit component. Seems to work fine. Is this how you would do it? Or a better way to override?

Hello , how can I remove / reduce this displacement of weapons when moving? I also changed the animation (and did away with it) from the pawn that is used in game mode, but not what changes I saw.

Does the ammo in the Test Map not work for you?

Find the first person spring arm component in BP_PlayerCharacter and look for ‘lag’ options, disable movement and rotational lag.

Thanks for the quick response, I was able to fine-tune the “log”, but one parameter is not available for editing. This is the switching speed between the left and right offsets. I recorded a video to describe in detail what I mean. You can reproduce the problem by simply aiming and moving to the left, to the right. What settings do not change, it still will remain the same.

I also noticed a terrible mistake. The character can not jump from any object, if he uses crouch. Checked on the cubes in the testmap, so you can not jump off the ladder.
It’s very strange that many versions were released by Generic Shooter, but nobody noticed this mistake. Or this error you can not solve?
If I need to record a video about it, but I think it’s about

Nope, I can’t see it at all, when I hit Play.

does it work if you add connections in the AnimBP from Jump to Crouch?

I will pay you 200.00 to do a tutorial that adds a melee bat to Generic Shooter. I found this tutorial, and am about to try and work it into my project: https://www.youtube.com/watch?v=RU4H…KzMxqw&index=1 As for how to get the Generic Shooter to the point that it will equipt, just find all the references to the BP_BaseWeapon, and add Melee and any other inventory you may want to add, then add holster sockets for each item, and it works fine all the way to equipping the item in game, and on the Third Person View, though you may have to adjust the Holster Socket Placement to make it look right on the Character.

I recently added cars to my project, and they work, but the camera goes all nuts when I destroy the character actor and assume the car character, how do i fix the character camera to allow me to use the other character’s cameras?

I’m trying to add melee animations, but struggling at this point. I have melee working to the point that you can equipped it, and it is in the inventory. But the Animation part is where I am struggling. I got several animations and am trying to add them. I am trying to duplicate what was done for the Rifle and pistol and just add melee to them directly. But I am wondering where the attacking animations are, if they are not in Locomotion. The only thing I’ve added to the animations is a ladder system.

I cant really see anything in this picture. can you take a few more that are more zoomed in?

You bet, one sec.

I’m adding 4 links, one for each pic, they are too big for the forums.
AnimGraph: Anim Graph hosted at ImgBB — ImgBB
EventGraph What I added for Melee: https://ibb.co/dYYChb
Locomotion: https://ibb.co/coEDoG
Idle/Run (state): https://ibb.co/h9Ojvw

That’s where I’m at right now. I’m not really certain where to add the attack anim for it, I think it is handled in the weapon bp after this point, I didn’t see 's firing anims and all in Locomotion. And I know you set up the rest in the weapon child for all the guns in the Child BP. I was able to create a child of the Grenade Launcher and make it into a Hand Grenade and add a Throwing Anim there.