Thus, the bullet-actor always automatically spawns at the location of the “Blow” socket of your weapon.
P.S. Don’t forget to add the Blow socket to your weapon’s skeletal mesh!
This is a game change for me. Thank So Very Much @WeberSystems.
As I Stated in My First Post:
“The Amount of High Quality Multiplayer Features in this Product is Astounding. The System Design is really versatile too. The Best Game Template in the Marketplace.”
Now, the save slot preview will reflect the zone where you saved the game! (Any level can be divided into zones. In future updates, I’ll also add the ability to ‘unlock’ unexplored areas.)
Thank you very much, sir! Always happy to help! My goal is to ensure you get the full value of your investment—both in the asset’s quality and the level of support. Thanks again!
WORKING ON A NEW UPDATE: CLIMBING SYSTEM (LIKE ASSASSIN’S CREED)!
Climbing up ledges using upward jumps
Edge hanging with left/right movement
Parkour on ANY static meshes - no special actors needed
Compatibility with all existing parkour events
Technical features:
Will be fully implemented in C++ (As a plugin for your convenience - super easy to integrate!)
Accessible via simple Blueprint functions
For advanced users: full source code access for customization
P.S. You won’t need to take tons of actions to add this new content to your project. You’ll just need to call a few functions (written in C++ but callable from Blueprint)