Weapon Master VR Support Thread

Weapon Master 1.1 Beta

I need a few more days to fix and find the major bugs in beta 1 so I am pushing back the release to Sunday afternoon/night CST. The purpose for this beta is for yall to find hidden bugs and test features. The beta will come in three waves each adding new features.

Beta 1: Attachments 2.0, Magazine rework, firearm streamlining

Beta 2: Bolt Action Rifle, Stripper Clip logic for Mags

Beta 3: Save and load

A note of some of the changes:

You will notice that Firearms themselves no longer deal damage or hold the main damage variable. This was done to match real world functionality. Bullets are what actually deal damage and a gun can fire different types of similar caliber bullets that each do different damage (FMJ, GreenTip, Armor Piercing, hollow point, etc). The change was made to reflect this. The ModDamage variable was added so that guns firing the same ammo at different muzzle velocities can deal slightly different amounts of damage. Dont forget to set your damage values on your children of BP_ChamberedAmmo.

Here are the patch notes for Weapon Master 1.1 Beta 1

BP_AdvancedFirearm (formerly BP_PhysicalMagazineFirearm)

  • reworked Magazine Firearm slide logic to be simpler (now uses one switch)
  • Weapons can now take multiple different magazines (set them in array)
  • Weapons can now take multiple different bullets (set them in array)
  • Weapons have a defaultfiresound and defaultmuzzleflash that gets ignored if a muzzle attachment is used.
  • Weapon Base Stats can be modified by attachments.
  • You can now single load into an open chamber if UseSecondaryLoad is checked.
  • You can now fire a manual straight action weapon while still grabbing the slide (this was requested for the shotgun so you dont have to stop holding the offhand trigger to fire)
  • Attachment triggers and mag triggers can now be manual set in the veiwport and no longer snap to a socket (Note:the attachments themselves still attach to sockets so the sockets are still needed).
  • Damage variable is now ModDamage (main damage is decided by the bullet, ModDamage will add or subtract to bullet damage for balancing)
  • Scopes auto zero when attached to gun (see BP_ScopeAttachment)
  • Stats are updated when your add or remove an attachment
  • You can now hold to grip for stabilization
  • Like External Magazines, Internal magazines now hold an array of actual bullets (BP_Ammo) attached to the skeleton. In beta 2 these bullets can be attached to the correct sockets and animated to function like they do in a real gun (More on this in beta 2 patch notes). This BP_Ammo array passes on the correct variables need to fire a bullet when chambered and are then removed from the array in the correct order.
  • Blueprint Structure and variables reworked to be more clear and less confusing
  • Added Holster Type variable to define what holster the weapon can be holstered in

BP_ChamberedAmmo (formerly BP_Bulletbase)

  • Now holds the damage variable for they type of bullet fired.
  • This is the bullet that is actually fired from the muzzle of the gun.

BP_Ammo (formerly BP_HeldProjectile)

  • These are the bullets you can hold in your hand and that go in magazines.
  • Added a struct that hold a BP_Ammo and BP_ChamberedAmmo variables. This gets passed on to the gun when chambered. If this isn’t set the gun wont fire.

BP_Magazine

  • Magazines now hold an array of BP_Ammo
  • You can now remove Ammo from the mag by grabbing the top of a held mag with your free hand
  • Ammo is removed from last to first
  • The last ammo loaded is always the last in the array
  • Magazines can now take multiple types of ammo (set in array). Currently this isn’t really activated because I don’t have examples of different ammo yet. (coming in the future).
  • Magazines propagate their ammo array at begin play, set StartingBullets array to set starting bullets.

BP_PlayerCharacter

  • Full Oculus Touch Support
  • Holsters are moved to their class (See BP_Holster) and are spawned at begin play
  • There are now three grip types (Trigger (grab with trigger press), Grip Press (grab with grip press) and Grab Hold (Grab with grip press drop with grip release)).
  • With the exception of Grab Hold you always drop with a grip press.
  • Updated inventory logic to work with guns having multiple magazine types and ammo types.
  • By pressing the menu button of off hand while in the inventory area and holding a magazine weapon that uses external magazines you can now change between grabbing the magazine with the highest amount of ammo, lowest amount of ammo, or random. Default is highest.

BP_PlayerCharacterHand

  • Added logic for new grip types.

BP_Holster

  • Handles all holster logic
  • Holster Type variable defines the type of objects that should be holstered with this holster
  • Spawned at begin play
  • In the future these will be able to be activated/spawned through game play (like finding a holster object and adding it to your character)

BP_Attachments

  • Added a stats struct. Each attachment can affect them as wished.

BP_GripAttachment

  • Forgrip attachments.
  • You generally want these to affect stabilization mod values

BP_MuzzleAttachment

  • Along with affecting stats this attachment also sets the muzzle flash and weapon fire sound.

BP_Scope Attachments

  • Adding auto zeroing logic that runs anytime you attach to a weapon
  • Set the desired zeroing range and the units and it will zero for you!
  • Added in 1x logic for 1x sights like the Holosight
  • Zeroing a magnified scope rotates the camera, zeroing a 1x sight rotates the lens.

New Models and Textures

  • Silencer
  • Holosight
  • Foregrip

New Materials

  • Holosight Material that simulates real world red dot sight behavior. (uses bump offset)

There is likely some stuff I forgot, will add more to this if I did.