Top Down Stealth Toolkit

EDIT: I did figure out what was wrong, my weapon mesh still had collision enabled, so when it went to the side of the character mesh, collision did collision weirdness.!! I’m just leaving this here incase someone else is having strange issues.

I managed to get the weapon lined up pretty well, I’ll look into the RetrieveMuzzleLocation. If i wanted to change the ‘trigger’ mechanism a bit, how might i do that? Like, right now, you hit “f” and that ready’s the gun, then click the mouse to fire. I want it to be more like, press and hold “F” ready’s the gun, release “F” fires it, would i just hook up the code for left mouse click to the released part of the “Code” (i think they’re called “UseEquippedItem” = “F” and “ConfirmTarget” is the left click yeah?) I have this set up, and it works. I even have it set up so that when pressing “F” the animBlueprint changes state to pistol idol and releasing “F” fires the weapon and animBlueprint plays firing animation. However, when i set the boolean for aiming to be off, the player floats off into outer space. Here’s a youtube clip to show you what i’ve done :stuck_out_tongue:

1 Like