True First Person VS Normal First Person

Help… Please

Thanks for this Kris but I am still pretty confused! I’ve been trying to make out which nodes are what in your pastebin but am struggling with a few of them; most notably those labeled with “K2” references. Where are these nodes set up? Are they in the weapon BP (for each weapon), character BP in the “aim” action mapping/function, level BP or elsewhere? Is it best if the guns have an armature to attach sockets to in order to assist in lining up the sights? How many sockets should there be on the gun, just the one for the end sight or for both sights to line up?

Seeing as I have yet to figure this out and test it, I was curious if this moves the weapon into the line of sight or does it move the camera into the line of sight? Does proper animation still need to occur in order to visually bring the gun perfectly level with the line of sight? You mentioned earlier that by figuring out the math:

  • Once you’ve figured out the math, lining up the sight is easy.
  • Requires no additional animations.
  • Only requires a single camera.
  • Support any weapon & sight combination you can think of.

I don’t mean to be a nooby pest about this but there is literally no good help out there about implementing an ADS system in a true/first person shooter… Which is surprising because that seems to be the popular choice for people learning UE4. I can sense what your nodes are doing but just getting it all figured in my head seems to be the issue… In other words would you bother spelling it out for me? :slight_smile:

Thanks for any further help you can provide, it would be greatly appreciated!
Jesse

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