Ok, I see. Using the skill system would indeed probably be the best way of doing this. You can create a new skill blueprint and add an accuracy cone mesh to this. You would add the code for rotating and positioning the cone in the event graph of the skill blueprint, as well as the firing the projectile, dealing damage etc. It is difficult to give you a step-by-step guide to do something like this, but why don’t you start by making a new skill and setting it up as best you can and getting back to me with any problems you encounter along the way? If this proves too difficult you can provide me with a thorough description of what you want to achieve, and I can try throwing something together myself. I’ll have to wait until after releasing the next update until I try my hand at something that involved and time consuming, though.
I haven’t tested Steam implementation yet. All I’m doing at the moment is to make sure everything replicates correctly across the server and all clients. More specific implementations will have to wait until after this essential first step is done. However, there should be nothing preventing ATBTT from working just like any other networked multiplayer game made with UE4, and I do not see any reason why friends list invitations should not work once everything is set up correctly.