What seems to be the problem in multiplayer?
Oh, I see it. I’ll have a fix submitted today.
What seems to be the problem in multiplayer?
Oh, I see it. I’ll have a fix submitted today.
Fix made, more changes made… ensured proper MP support, my bad, brainfart.
Fix submitted, expect soon(ish) in the marketplace.
ty nice work , i was informed that they fixed the add to project option also so start shooting
right now it is just add to project… will they change it so you can either add or create? and if adding they don’t include the configs?
I told that there is still a problem with the configs he will fix it
Update is live.
Can you provide a tutorial, video or text, on how to separate the ballistics from the rest of the weapon? What I need for my project is the ballistics, basically anything that concerns the projectile getting spawned. For weapon handling itself I have my own solution, but I really would like to isolate and port the ballistics.
If you look in the base weapon blueprint and find the function “Try Spawn Projectile” you can see how it is spawned and what needs to be set.
Hi. Love the update and your utube tutorials. Many thanks. I had a question/request? Would it be possible to give a breakdown or quick tutorial on the way you get the sniper rifle aim-down-sights to zoom in on an area whilst leaving the normal fov unaffected please?
Regards
Slinky
I’m not sure I understand?
There is a sniperscope included. It renders a secondary camera to a texture, and applies that to the scope. Is that what you need?
Yes, it’s a nice effect and I wanted to take it further.
Not sure how to do that. I am very bad at materials
Hey @,
I emailed you regarding attachment nodes and I’m not sure if you got the email as I’ve had no response as yet?
The basic problem is, I migrated an older version of your blueprints into my 4.12.3 version and I’ve gotten everything ‘working’ on my custom third person character except for the weapon is not actually attaching to my character. It spawns in where my character does when I drop to game, but it is facing the ground and floating in mid-air.
Then I walk around it stays there, though I can fire the weapon and it shoots toward the location it’s supposed to, but it is not attached to me
Is this because of the deprecated attach nodes that are used in this old version (from like 4.9 or so)?
I tried changing these nodes to use one of the other non-deprecated attach nodes and although it compiles and seems fine, the end result is the same.
can you offer any guidance or do you recommend I just strip it all out and get your up to date version and add that to my project?
Cheers,
Daz
Check if your weapon has enabled physics on it
I’ve tried with and without physics enabled on the base weapon. It used to work without it anyway.
I’ve tried everything I can barring getting the new verson and converting it to work with my own character (again!).
Hi so Im trying to get it so the bullets spawn out of the clients muzzle rather than the server
as you can see if I slow down time or simulate lag the client will be firing bullets completely off to where the client is aiming because the server is still trying to replicate the position of the clients gun
is there a way to solve this issue im trying to get it so that the muzzle replicates its value from the client not from the server if theirs another way please tell me maybe the way im doing is wrong I tried getting the value from the client but of course feeding the value to the server just gives me 0
Hi, I need help with applying damage to my ai, how would I go about doing this in your blueprint. Does it use a damage interface? If you could show me where to add this in your complicated blueprint I could go from there. I narrow down to line trace hit result.
I have created a health interface which can be reused in all ai. Im fairly new with blueprints. Please help
can you tell me how to add realisticblueprintweapons in an project and also my character mesh is missing
Any ETA on 4.18 version?
4.18?
Waiting for 4.19?
No longer updated?