Thank you so much
Its good your product, but i think i it need loop sound for weapons, is not on it, also in ammo factory and option for multiple kind of weapons (for example 7.65 for all rifle use that kind bullet) but i need to say thank you, you save me a lot of time and i appreciate your work and dedication on this template.
I do support looped fire sounds, check out the Audio configuration variables in the weapon blueprints. When using looped sound cues, the sound cue will simply start and stop with weapon fire.
I didnāt go about defining ammo types as going down that road will lead to severe feature creep for things that most people wonāt need. The Realistic Blueprint Weapons pack also handles most of that, so I figured if someone wants that type of weapon functionality, it already exists. Iām not looking to compete with other assets, just fill needed holes.
That is kind of what I thought was going on. BP_HUD is more like a HUD agnostic data storage. Put all your stuff on that and any other HUDs can pull anything they need from it.
Hey, quick question: Is there an easy way to force it to be first person only? Or just default to first person? Iām probably overlooking something trying to find it lol
Thanks , I spent all evening last night trying to get it to work in a basic third person template project with no luck. Iām looking for root motion replication of blendspaces for character movement (not just montages) but it doesnāt seem to be possible. Iāve asked in the animation section so hopefully someone from Epic will confirm whether itās supported or not.
Thanks,
Mark
Iām having a minor issue. It someone can help me it would be much apreciated.
Iām running two IDEās in separate computers to test the LAN performance. However when i try to join one of the server with the other computer the simulator crashes with the following error: āTravelFailure: LoadMapFailure: Reason for failure: Failed to load package /game/genericshooter/maps/UEDPIE_0_ValAllarā. Can Someone help me with this?
Hi , first things first, Great asset exactly what I wanted to do quick prototype!
I noted 1 issue so far. I replaced mesh with my weapon mesh. it works fine but server 90% of time show old (your) and new weapon same time overlapped. This not happens on client. 1 Time I noted weapon was not replicated properly and server was showing bot empty handed. besides it works really well so far.
Wishlist: Melee support
- question - What is the best way within the existing structure to check if ācombat modeā is active for animation i.e. I have a weapon equipped. I could check equipped weapon each frame but seems to be fairly resource wasting. Any thoughts on where to easiest turn a flag on for combat mode when a weapon is equipped and active?
C
+9000 for melee and any plans to add crouching / crouch walking / sprinting / jumping ?
All those things can easily be added, crouching is already in the anim blueprint, all you need to do is make an input for crouching, hook it up to the crouch functions in the char BP, enable crouch in movement capabilities and then in the anim BP get Is crouching from the cast to player BP and use it to set crouching!
Hello , Iām wondering if youāve considered a co-op game mode, to make things even more generic! It would just need to be something really simple (first person to shoot 10 targets or whatever).
Since youāre working on the lobby system right now it might be worth considering this type of game mode before finalising it for team vs team. A simple wait for a minimum number of players type thing, then we can build on it from there.
Would be great if you could consider it please
Thanks,
Mark
The lobby screen will support X amount of teams, including 1 team. I have a need for co-op for my own usages, so everything is being developed with future co-op support in mind.
Currently theres no easy way, but would I would do is in the player controller there is a variable for āprefer first personā I believe, if you enable that and then simply remove the camera switching input so that the C key does nothing, boom, youāll always be in first person.
Connecting one editor to another is not really advised. You could do this using uncooked builds though. Run the editor with the commandline -game to load just the game and not the editor. This should provide much better results.
Thats bizzare, can you post a screenshot of that in-game and a screenshot of your weaponās component list?
Any weapon that is stored in characterās EquippedWeapon variable isā¦ āprimed for actionā, except for the initial equip and ending holster anim points. You can always get the weapons CurrentState and switch off that, or you can use the functions such as āCan Fireā to see if its able to be fired, or a combination thereof. Not really sure what ācombat modeā means but reading the weaponās CurrentState is probably what you want.
Hey .
Im so happy whit your product. One issueā¦
I just got 4.8.1 and tried package it, and it works. YES!
BUT! when i those the map i made myself, it restarts the game menu, but when i try to load the test map, it works fine.
I did the same as you did in the tutorial you made upon my request to put your own map in the game.
Thx in advance
You have to either tell the packaging settings to package all maps, or add your map in manually in those settings. I did the same thing on my first package.
Also, Thanks ! I definitely did overlook the prefer third person option haha.
Ah, you probably arenāt packaging your custom level. To add that to the list of cooked mapsā¦
Edit -> Project Settings -> Packaging -> List of maps to include in a packaged build in the Packaging category -> Add your map there. Repackage and it should work.
Hey ,
Any simple to switch from 3ds to a fps?
You can uncheck the Prefer Third Person variable in the Player Controller blueprint and then unbind the cycle camera button so the user has no way to switch cameras, and then you should be locked to an fps.
I get it. Combat mode was a flag I setup for my animation state machineā¦ sorry for confusion. One more last question and I believe your question on this was that you might not know but worth discussing for the future of the template. Switched to root motion animations, works fine with one player. When I switch to two I cannot get the animations to replicate or the character to move forward. It is then replicating in place on the local machine and does nothing on the secondary players view port. Anybody help on this? Is there a specific setting for root motion replication that needs to be enabled?
Also when you get a shot look at the private msg I sent to you.