I’m looking for tips or a tutorial that shows how to create a role and equipment selection system for an FPS game.
Explanation:
When you join a server, so you will get a page/menu where you can choose the squad and role (Rifleman, Sniper ect). Each role has a specific number of equipment and weapons you can choose from: Primary weapon, secondary weapon, armor, optics ect. Once you have selected the equipment and pressed Apply, you will spawn into the round with equips you have selected.
Is there such a tutorial out there with either C++ or Visual Blueprint Scripting? That describes how to create something similar, and how to get all of the equipment and weapons to be right aligned on the right socket.
Would be eternally grateful if someone could help me
My knowledge of Unreal BP scripting is poor. I’m most familiar with java/C programming, even if it starts to get a while since last time.
I want to learn everything about BP scripting! I wondering if I should buy ‘The Ultimate TPS / FPS Template’, would be great if you could create a quick example in your template
Hi, I would love anything that would help to create an avatar creation system and this stuff seems to be exactly it. It would be awesome if you could share your results.^^
hm, I did as you wrote, Diat Funa, but for some reason I can’t get the Class 1 button to work.
How it should work: After pressing the Class 1 button from MySelection 2, then CL1 - PRIMARY 1, CL1 - PRIMARY 2, CL1 - SECONDARY 1 ect. from MySelection1 becomes visible for selection. I dont think the “button” reference names does work on cross over two Widgets? How to fix that?
i’m not allowed to return values from both widgets to the same “Set input Mode UI ONLY - In Widget to Focus”. Do I need to create 2x “Add to viewport” and 2x “set input mode” ?