Third Person Shooter Kit - Cover system, Human AI, Paragon characters, QTE & new stuff is coming!

@ I have three questions:
I just added a sniper rifle to my game.

  1. When I shoot I hear the gun SFX. However when I move away from my original spawn location, for some reason the gun SFX spawn location doesn’t move with me… i…e it is fixed to either world origin (close to my spawn point) or the spawn point itself of the character or weapon perhaps. How can I fix this? Where is that defined (the spawn location for gun firing sound)?
    Edit: The sound is spawned at the Player Spawn location, not world origin. If I move the PlayerStart elsewhere it starts spawning there. I’ve done aserach for references of the SFX var for an existing weapon (Silenced Pistol) but there are only two and they’re both in the BP_TPPCharacter and I’ve already duplicated them for the Sniper. –> Never mind. It had something to do with the ‘Sound Cue’ from a weapons back. As soon as I use the sound SFX file for silenced pistol it is ok.
    Final edit: The cue for Silenced Pistol and Dark Scifi weapons looked more or less the same. I copied the cue for the silenced pistol and simply dropped the Wave files for the sniper rifle in and that worked. Even when I removed the mono / distance feature in the Dark Scifi sniper cue it still didn’t work. All working now.

  2. How do I make my weapon more accurate? After 100m or so I hit maybe 1 in 20 shots with a sniper rifle. I’ve set Recoil_Scale in DT_Weapons_player to 0 and SpreadAngle_min and Max in the general settings for the sniper. The ‘grouping’ and ‘bullet drop’ are an issue for me. I want it to be accurate and precise over long ranges. Please can you point me toThan the right place? –> solved this. There was one last place called BP_TPPCharacter – Update Weapons General Settings which I hadn’t set up. It was drawing the bullet spread vars from the defaults of the variable itself, not general settings.

  3. When I reload, without aiming down sights, all the other weapon meshes appear. ‘Weapon Change’ hide/show appear to me correctly set. The meshes are set to not visible in the player bp. Can you advise as to why the meshes would appear during the reload animation / function? –> never mind. This was my fault since I was propagating a ‘Set visibility’ to all children of Mesh.

Thanks