Thanks HorusHeretic, thats a great help, will defo be buying this now.
Im rooting for this update!!!
Thanks HorusHeretic, thats a great help, will defo be buying this now.
Im rooting for this update!!!
I am not familiar with multiplayer/networking side of blueprints yet as when i created this, i was mostly creating a single player game. It will be something Iāll have to look into and eventually update.
Also, market place release should be late march (23rd)
Hey HorusHeretic, One last thing, can you implement an armory where you can go choose to select and or upgrade weapons?! It would be really cool, as its something Iām having a hard time with
Something like get to a location where thereās something like a āroomā or a āsuitcaseā where you can use some form of currency or points earned to upgrade or buy a weapon?!
I think it would probably more suited for this mini project:
It wouldnāt be too difficult to extend from there.
Im gonna have to vote for third person support as well or a good tut on getting your system set up for it.
It is now up on unreal market place
This looks awesome. Canāt decide on this or this (Realistic Blueprint Weapons in Blueprints - UE Marketplace). Is there anyone possibly used both care to share thoughts on each?
Iāve successfully gotten your weapons working with enemy AI, and overall am happy with your packā¦ however Iām encountering a serious problem with the pack that has made it quite difficult to work with effectively.
The following issue has happened to me 4 times in the past two days: After saving the base weapon blueprint and closing the engine Iād reopen the editor to find the existing child weapons reverted to their default settings and UE4 gun mesh thus rendering your presets as well as my own weapons useless without completely redoing the parameters, and there is a default UE4 gun that does not seem to exist in the base blueprint that I can not get rid of. It is visible in the viewport but apparently is coming from the empty skeletal mesh slot almost like some kind of phantom data. The most curious thing is that if I simply replace the broken child weapons with an earlier version saved on a backup they are back to normal as if nothing happened. I could really use your help as I am really at a loss as to why the child weapons would revert back with minimal editing to the main base weapon blueprint.
Also, I have gotten the AI to kill my character using line trace damage, but can not for the life of me seem to get the projectiles to work on me (Iāve tried changing damage parameters in the base weapon blueprint, the child, and the projectile to no avail.) Iām not sure why it works against enemies but not the other way around?
If you donāt mind taking the time to remove any non essential stuff from your project towards this problem and send me a copy so i can try to figure it out?
Iāve taken great care to not use STRUCTS that require other actors or classes that get changed around too much as i often run into the problem that it reverts redirected code and hangs the editor. As for the AI problem, I have 0 amount of knowledge regarding it atm so anything i can look at could help me to prevent such happenstances for other people.
Pm the link and Iāll look as soon as possible.
If you want air drag and bullet drop buy that. Mine doesnāt handle that but more geared to what would be fun in games. You could try merging them together if you have the know how. Depends what you want to add in your games really.
Definitely want to add crazy fun weapons.
Any plans on supporting UE 4.11?
thanks!
The project should convert to 4.11 with no problems unless they have changed blueprints somehow. Currently looking into multiplayer networking so that could be something also.
Found a bug? - If you use an event tick in a child of the main weapon blueprint, it breaks the reticle and scattering. Took me a while to figure that out - any idea why that happens?
If youāve opened it up and placed a new tick event on a child blueprint, you will then want to right click on it and then select āadd call to parent functionā to inherit from the parent class. otherwise you will override it instead.
If this isnt what is happening then screenshots?
Also on the multiplayer networking front there has been like a few steps of progress. Mostly in the ways of errors and what i should and shouldnt do. just assigning player controllers is a bit of a pain in the backside xD controller input on a player controller seems like a no-no for now. Should be all kept on the pawn/character
Test code to improve the projectile lock on so that it will actually cycle through to the next target based on how many projectiles per shot fired. So for example:
You fire the weapon that has 4 projectiles and you have locked on to 2 targets. This will cycle through the marked targets and fire 2 projectiles each at them.
if there were 4 targets then it will fire a projectile each at one of them.
Currently it will just fire a projectile at each marked target and then only one if there was no marked target. This isnāt quite ideal.
This will be something that is to be in the next update.
Hi,
I just wondered if it had support for weapon scopes or whether you planned to add the support in any time soon?
Thanks
Jonathan
Looks good doesnāt look like it supports weapon zooming yet?
Hi,
I have an issue, when I shoot into a pool of water, the splashes donāt look right, think its the angle of the splash, looks like it is at 90deg. Maybe I am doing something wrong or there is a setting somewhere I have missed?
Hi,
I have fixed the above problem with water by changing the angle on impact, but now when I set the weapons to use projectiles, eg:HH_AWProjectile no Materials are found, any idea why?
Solved this, was my fault when changing angle didnāt connect surface typeā¦hmmmm
nice set of blueprints and has saved a lot of timeā¦just wondering if you have a rough ETA for multiplayer function or is this someone we should be looking at implementing ourselfs?
I donāt have too much time for myself lately as I have a lot of hours as a bartender now. Still trying to wrap my head around multiplayer stuff and I have some basics of AI down so those are going to have to be added by yourself for now. I have optimized the code quite a bit for performance and for bug fixing though.
Hereās a quick list of the changes to expect:
As you can see iāve also started adding in 1st person and 3rd person camera switching support. Iāve also figured a way for impact angle based armour penetration to be used on characters rather than static objects so it wonāt be very experimental any more.
Edit: Another minor update :L
This pic shows a few things.
&stc=11: The Impact angle penetration mechanic working on characters. There is a head and body hitbox with a component parented to each, that has its armour value set.
2: The penetration on this mechanic now has the option to reduce after each target hit. It works by taking the last targets armour value and reducing it from the penetration of the weapon. You can adjust the percent of this for what ever needs you have. Its only for impact calculated penetration so far.
3: That i forgot to code it to stop after a failed penetration That will be fixed for sure.
I have a few ideas for ricochets also (^_^)