The VRGunToolKit is designed to be a fast and scalable way to create weapons for VR that you can physically interact with.
The toolkit is accessible and easy to read, the entire code is fully commented and provided with documentation on each function, variable, an in-editor tutorial, as well as videos showing how to setup the guns for the toolkit.
The system allows the users to customize and interact with multiple parts of the weapon, for example :
Hold items (guns, bullets, magazines)
Pull the slider back with your hand
Load magazines in and out
Pump a shotgun
Hold the weapon with two hands
Manually add bullets inside magazines
Pull the hammer or the trigger.
From easy to complex weapons, you can use the code for an arcade game or in a realistic simulation, of any genre.
Fully customizable, the user can set up the gun meshes, sounds (slider, magazine, firing sounds, reload, bullet impact depending of surface type, and physical drop/collision sound module), effects (decals, particle effects), number of bullets per magazine, firing type (single action, double action, full auto), slider behavior and many others, making the system work out of the box with most common firearms, and easily scaling to fit more specific needs.
Technical Details: Number of Blueprints: 35
List of Features:
The entire toolkit is made entirely with Blueprints, we provide:
2 example characters: a standard actor and an arcade character that always has weapons available on his hips.
5 types of firearms ready to use ready to use: Colt 1911, AK47, Shotgun, “Space gun”, and an arcade version of the 1911
Several sounds for each gun action
Physical impact sound module
Example targets (dummy, destructible objects and targets)
2 Levels for testing : Desert shooting range and Demo room showcasing all functionality of the kit.
@Xeno, @benjamin.smith Thank you for the support! We are going live in a couple hours, excited to finally have this out in the wild.
We will be looking forward for everyone’s feedback and to give prompt support.
This is going to be an ongoing toolkit and we will be adding a lot more features as time goes on so stay tuned and let us know what you want to see implemented next!
We’ve added support for the oculus touch along with all the necessary changes to make it a comfortable usage experience.
We have reworked the teleport mechanics on oculus to support directional teleport (for everyone using seated setup)
Added new tutorials for the Oculus input on the desert map
Changes to the weapons
Added a new variable to the guns, the 2nd hand grab offset! With this you can offset the 2nd hand grab position to better accommodate the handle position of your gun!
Hands
Added a new “sticky” variable to the hands
Toggling it off means you need to continuously grab the grip button to hold the weapon
Other changes
Fixed smaller issues/bugs that were giving errors on play
Fixed scale issues on spawned bullets when you change the weapon root scale
Fixed the desert scene nav mesh to allow you to teleport closer to the tables
Fixed an issue that caused single fire weapons to eject non-fired bullets even if they were fired, allowing you to keep firing the same bullet repeatedly. (Eg. Shotgun)
Fixed a bug that caused the 2 handed weapons to have too much sensitivity on the roll axis
Fixed a bug that caused the arcade weapon magazine to attach to another weapon
Improved the haptic feedback to support simultaneous vibration on both controllers
I have a problem with your pack. I migrate all the content on a project on UE4 4.15 Nvidia VRWork version. All work fine but when i put a magazine nothing happen. The magazine don’t snap on weapon. Any errors message. Do you have an idea ?
Thank you, regarding that error, can you check that you have the latest version of the toolkit? We released a new version yesterday with the new oculus support, but also with a lot of smaller fixes, that error is supposed to be fixed on the latest, can you check if in the launcher the toolkit has an update?
Regarding the migration process, we are using a custom collision profile for the magazine, when you migrate the project to another, you need to also copy (or add to your existing) the “DefaultEngine.ini” in the config file, can you check you have that in your other project?
;704335]
Thank you, regarding that error, can you check that you have the latest version of the toolkit? We released a new version yesterday with the new oculus support, but also with a lot of smaller fixes, that error is supposed to be fixed on the latest, can you check if in the launcher the toolkit has an update?
Regarding the migration process, we are using a custom collision profile for the magazine, when you migrate the project to another, you need to also copy (or add to your existing) the “DefaultEngine.ini” in the config file, can you check you have that in your other project?
[/QUOTE]
;704335]
Thank you, regarding that error, can you check that you have the latest version of the toolkit? We released a new version yesterday with the new oculus support, but also with a lot of smaller fixes, that error is supposed to be fixed on the latest, can you check if in the launcher the toolkit has an update?
Regarding the migration process, we are using a custom collision profile for the magazine, when you migrate the project to another, you need to also copy (or add to your existing) the “DefaultEngine.ini” in the config file, can you check you have that in your other project?
[/QUOTE]
I do not have an upgrade notification on my launcher where would I find the version number to check that I have the latest one?
On the project settings, the first page is project description, you have “Project Version” and it should be “1.4”, you can also tell it’s the new version by the project thumbnail, if it has an oculus touch controller then you are currently using the latest version. Let me know which version you are running.
Hi, thank you for the notice, we have tracked the issue, it’s in fact still happening on the latest version. The warning does not influence the gameplay but we’ve cleared it out and the fix will be available in the next build that is coming up with extra functionality that we are adding in the kit.
Thanks again for the report, feel free to post any issues you encounter or anything that we can help with
Is there any chance that you can remove all the unneeded content in this such as the desert demo level? It is nice to have content with it, but the size (and shader compiling times) are quite annoying when I just want to quickly fool around.
Hi Shirk, we’re working on our next update which will have the desert map as a starting map replaced with a map selector (we’re going to have some different showcase maps with highlights of the new features). This and some optimization of the desert scene size should fix the issue you are having with the compile times.
Thank you for the feedback, I hope you find the toolkit useful, let us know if you need any help
Hi PXDN, there is currently no AI included in the toolkit, but it’s easy to integrate any type of AI on it, the only modification should be that you need to add a damage function to the bullets when they hit the AI.
I recommend this tutorial by Peter Newton, it’s a good start for creating your own AI: https://wiki.unrealengine.com/Create_An_AI_Bot_in_Blueprint