Hopefully, I can explain this well… I’m autistic and not that great when it comes to explaining things. LOL so, I’m not sure if maybe what I’m thinking just isn’t “how it’s done”? Because everything I’ve found online says otherwise. I’m working on a somewhat more realistic shooter (Like Tarkov, Insurgency, Ready or Not).
So, ideally, I would like to pick up a gun. Have the player fire said gun (If equipped), and that gun then fire a physical projectile from the gun that damages actors. Not doing a line trace/hitscan. I am working on stuff with realistic distances and proportions. Maybe that’s a terrible idea. But I’ve set up several maps and have been trying to get the ballistics in order so it behaves at least somewhat accurately. Reacting to wind, temperature, and even different bullet factors… Like the grain, muzzle velocity, and muzzle energy. If I can ultimately just turn the game into a giant true-to-life ballistic calculator that would be great. LOL.
The reason I say this is everything I’ve seen online has always just been basically just spawning the projectile from the player…
So for instance, if I have something like BP_Rifle that holds the mesh for my model. Then a BP_Bullet that actually has the bullet mesh, velocity, collision, etc. for the bullet. When the player fires the gun, it should go from BP_Bullet to the BP_Rifle blueprint, and then finally the BP_Player blueprint right?
I haven’t really seen much of this for Unreal. The only thing I’ve seen thats close to what I’m doing is a plugin for Unity (4) Realistic Sniper and Ballistics System - Trailer - YouTube
ANYWAY, everyone always makes the projectile just come from the player. Probably because it’s easier to make the firing input and projectile spawn? idk.
Maybe it’s just a moot point or nit-picky. Does that just not matter and I’m overthinking it?
And I know you can parent the firing of the projectile to a socket on the rifle. I already have that, not talking about that.
Hopefully it makes sense.