Support thread - shooter bp project

To all you who asked questions recently and didn’t get a reply, I’m sorry for this delay in the answer. Both me and my father had COVID-19 and, while I’m ok, my father passed away. But now work is back to normal.

Hi. The FPS Assault Pack uses a custom character arms skeleton, while my asset uses the Epic’s arms skeleton. Also, the FPS Assault Pack attaches guns to a socket on an extra bone (socket R_GunSocket on bone gun_r), instead of using the hand_r bone. There’s a way to to make their guns and arms work on this asset, but first you’d have to, in the character BP, attach the gun to a socket in the hand_r bone, as described in the asset’s store page), otherwise the sight alignment won’t work when you’re aiming. At first when you attach the gun to the hand_r bone, it won’t look good, but you have the option to manually adjust the socket until it looks good, or find the location and rotation of the original R_GunSocket in relation to the hand_r bone during the idle anim and use this location and rotation for the socket on the hand_r bone. This should make the gun sit perfectly in the character’s hands, except I guess for the gun melee anims, which move gun_r in relation to hand_r.

After that, you will have to create an anim BP for their custom arms and copy-paste the code in my arms anim BP to this new one, because every anim BP is ‘married’ to it’s skeleton. You’d also have to replace the refs to my old anim BP in the code. Alternatively, you can simply retarget both skeletons and my anim BP, so you can play their anims on my skeleton (from my experience, this doesn’t look good in 1st person though), or use their skeleton in my anim BP.

You should also create an anim BP for their AK mesh (their pack already comes with one), so you can play the AK mesh reload (mag and handle movements ‘married’ to the character arms, etc.) simultaneously with the arms reload anim. In my project, the gun mesh doesn’t have a reload anim, since the mag is already a separate mesh from the gun and the M4 charging handle doesn’t need to move during reload. Instead, I attach the mag mesh to the character’s hand during reload and only play the character’s reload anim. You should remove this logic in my project and, instead, play the AK mesh reload anim simultaneous with the custom arms reload anim.

My goal is to include ammo pickups in a future update. Sorry, I don’t have an actual tutotial for that at the moment because I haven’t worked on it yet, but a very simple solution would be to create an actor that uses the mag mesh (for example) and a collision component. Then, add an EventActorBeginOverlap in this actor that adds a certain amount of ammo to the respective gun in the character’s inventory when it overlaps with the character’s collision capsule. Check back in the future, an ammo pickup system might be added to this asset.

The MP asset uses a full-body mesh for the character. It’s not a simple task to make the auto-sight alignment system for a full-body mesh. However, I’ve been working on a system like this (not made specifically for the MP asset though, because I don’t own it yet) for a while and I should have it on my other asset (Gun Sight Aligner) in the near future. After that, I plan on implementing it on this asset (FPS Assemblable Gun).

Hey, just open the character’s skeleton inside the UE4 editor, then click on the “Gun” socket (on the hand_r bone), then rotate it 90 degrees on it’s Z axis. Usually, this is all that’s required for Y-axis guns.