Help with First Person Shooter

Hi what can i do to weapon stop reload when is fire?? thank you so much

You may want to include some more details. Consider explaining in detail:

  • what needs to happen
  • what is working
  • what is not working
  • what you’ve tried

Do include the script - how to do what you need to do depends on how you’re handling things at the moment.

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Are you trying to interrupt an animation?

If so, one method would be to send off an event dispatcher when you begin firing which communicates either with the Anim Instance (if that’s what’s controlling your reload animations), and/or use a ‘Montage Stop’ node to interrupt the reload montage from within the character blueprint itself.

Hard to know for sure though, without seeing your code.

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thank you so much for the help


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When you start a montage use “Get Current Montage” and Set an “Active Montage” reference var.

On Shoot input use “Montage Stop” (Active Montage).

You’ll need to clear the “Active Montage” var after this and when a montage completes.

thank you so much my friend for the help

Sorry bro can you explain better with a photo how to conect all cause im in advance im not pro xd thank you so much

This process overall depends on how complex your character mechanics are. What you want to prevent firing, reloading etc. And what weapon actions you have.

Weapon actions are what you can do with said weapon. Anything that requires the character to play a montage would be an action. e.g. Firing, Reloading, deploying/un-deploying bipod.

Instead of using bools, I prefer an enumerator. You can only execute one of these actions at a time. So 3 bools would be bad design and require additional conditional checks.

Basic structure…

Every Action (Firing, Reloading, Jumping, Sprinting etc) should have a scrutinized conditional check to determine if the action can be taken. Thus Can Fire and Can Reload functions.

The Can Fire function first checks against absolute preventative conditions. If those pass, we then check for WepActionStates that initially prevent, but can be reconciled. e.g. interrupt the montage and reset the action state.

Global WepActionState interrupt

The Can Reload function would follow a similar structure to Can Fire. Yet this does depend on your overall design. Do you want the player to stop firing and start reloading if they hit the reload button…regardless of intent?

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