# Yet another FPS blueprint tutorial

**URL:** <https://forums.unrealengine.com/t/yet-another-fps-blueprint-tutorial/42234>\
**Category:** Programming & Scripting\
**Tags:** unreal-engine\
**Created:** [September 19, 2015, 2:19pm UTC](https://forums.unrealengine.com/t/yet-another-fps-blueprint-tutorial/42234 "2015-09-19T14:19:16Z")\
**Posts on this page:** 20\
**Page:** 11

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**Author:** ![MountainDew](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@MountainDew](https://forums.unrealengine.com/u/MountainDew)\
**Post date:** [November 2, 2015, 2:31am UTC](https://forums.unrealengine.com/t/yet-another-fps-blueprint-tutorial/42234/201 "2015-11-02T02:31:29Z")

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> [@;411652](#):
>
> Hi guys slowly catching up, figured out a fix for the audio, volume is a multiplier, and seems to calculate the Master slider as a percentage of itself then the child slider as a percentage of that result.
> 
> works correctly,

Hi Rob  
If I put two divides in, my volume goes up doubled. I took the one divide out and I think mine is working, just wont update until I shut down and restart. And thanks every little bit helps. Some of this stuff takes forever to figure out.

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**Author:** ![Basement\_Bob](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Basement\_Bob](https://forums.unrealengine.com/u/Basement_Bob)\
**Post date:** [November 2, 2015, 3:28am UTC](https://forums.unrealengine.com/t/yet-another-fps-blueprint-tutorial/42234/202 "2015-11-02T03:28:09Z")

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Hi Mountain, I think the apply process only saves changed sliders(volumes) causing the child to use the previous master setting as base for the calculations.  
If you change the master slider and don’t change the child slider the child calculation is using the previous figures,  
if you change both sliders and save it works, but if you then re open and move the master only, the child uses the last “changed master” setting from your previous save,  
but if you re-open and change both sliders it works fine again.  
Going down this path making the apply button save all setting regardless of “on-change” should fix it, but I can’t figure out how to do it ☹

This is a small thing and I don’t want to slow Arbopa down with the rest of the stuff, really appreciate what he is doing here 🙂

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**Author:** ![arbopa](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@arbopa](https://forums.unrealengine.com/u/arbopa)\
**Post date:** [November 2, 2015, 4:48am UTC](https://forums.unrealengine.com/t/yet-another-fps-blueprint-tutorial/42234/203 "2015-11-02T04:48:50Z")

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Rob, it should be saving all of them when you hit Apply. Or am i misunderstanding what you are trying to do to fix this? Let me know… I’m up now. Just finished the section on the character selection and have it on the blog and wiki… it was a monster, no doubt there may be a better way… but it’s working. I personally think I am going to hard code some of the stuff in mine eventually just because there are so few ‘classes’ i will use it seems overkill to not…

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**Author:** ![arbopa](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@arbopa](https://forums.unrealengine.com/u/arbopa)\
**Post date:** [November 2, 2015, 5:19am UTC](https://forums.unrealengine.com/t/yet-another-fps-blueprint-tutorial/42234/204 "2015-11-02T05:19:36Z")

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Every now and then I actually look at the ‘Community’ stuff on the UE4 launcher… was shocked to see the start of this wiki tutorial on there… dunno if it’s automated stuff that gets on there or picked out…

 ![ue4activity.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/3X/8/6/86fff13192a63b4b6131062a9db2e7794936c44e.jpeg)

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**Author:** ![Geodav](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/geodav/32/1008648_2.png) [@Geodav](https://forums.unrealengine.com/u/Geodav)\
**Post date:** [November 2, 2015, 7:02pm UTC](https://forums.unrealengine.com/t/yet-another-fps-blueprint-tutorial/42234/206 "2015-11-02T19:02:56Z")

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Arbopa you know something , you are problely the best guy on earth, i’ve been banging my head for the last few years in UE4 on how to get teams to work and you do it in a weekend

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — ue4community.wiki! You will be able to find content from the official...

i bow to you 🙂

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**Author:** ![arbopa](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@arbopa](https://forums.unrealengine.com/u/arbopa)\
**Post date:** [November 2, 2015, 7:14pm UTC](https://forums.unrealengine.com/t/yet-another-fps-blueprint-tutorial/42234/207 "2015-11-02T19:14:14Z")

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> [@Geodav;412474](#):
>
> Arbopa you know something , you are problely the best guy on earth, i’ve been banging my head for the last few years in UE4 on how to get teams to work and you do it in a weekend  
> [A new, community-hosted Unreal Engine Wiki - Announcements - Epic Developer Community Forums](https://wiki.unrealengine.com/Blueprint_Building_FPS_from_scratch#Team_and_Character_Selection)
> 
> i bow to you 🙂

Thanks, but that’s just the picking of characters. Still need to take the ‘team’ data and attach it to the player and do all the stuff in the game mode to differentiate (is there friendly fire, etc)… so much more to do it’s overwhelming when I look at the big picture. Need to quick poking my head up and just focus on a chunk at a time. Speaking of which I was just getting distracted again by trying to learn Maya so eventually I can create my own assets, and maybe animations. So much stuff, so little time. Anyone got a line on what the next winning powerball numbers may be? LOL.

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**Author:** ![Geodav](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/geodav/32/1008648_2.png) [@Geodav](https://forums.unrealengine.com/u/Geodav)\
**Post date:** [November 2, 2015, 7:37pm UTC](https://forums.unrealengine.com/t/yet-another-fps-blueprint-tutorial/42234/208 "2015-11-02T19:37:00Z")

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oh no not maya, did max/gmax in the past but never could get my head round maya (ple ut2004 version), then again it depend on what you can work with, blender is still a little quirky and i can only do basic stuff with that, i really need to do more and play less

need some holidays so that i can catch up with your tutorials 😉

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**Author:** ![arbopa](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@arbopa](https://forums.unrealengine.com/u/arbopa)\
**Post date:** [November 2, 2015, 8:47pm UTC](https://forums.unrealengine.com/t/yet-another-fps-blueprint-tutorial/42234/209 "2015-11-02T20:47:33Z")

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Anyone that’s working on this stuff so far… can you test your connecting stuff? I just copied over to my laptop, and while it finds the server through steam, it sits forever trying to connect…

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**Author:** ![arbopa](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@arbopa](https://forums.unrealengine.com/u/arbopa)\
**Post date:** [November 3, 2015, 12:36am UTC](https://forums.unrealengine.com/t/yet-another-fps-blueprint-tutorial/42234/210 "2015-11-03T00:36:21Z")

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> [@arbopa;412547](#):
>
> Anyone that’s working on this stuff so far… can you test your connecting stuff? I just copied over to my laptop, and while it finds the server through steam, it sits forever trying to connect…

ugh, it works, I just messed something up, but I need to spend some time reading/watching about networking and replication before I continue on.

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**Author:** ![arbopa](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@arbopa](https://forums.unrealengine.com/u/arbopa)\
**Post date:** [November 3, 2015, 6:37am UTC](https://forums.unrealengine.com/t/yet-another-fps-blueprint-tutorial/42234/211 "2015-11-03T06:37:39Z")

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Yeah, will have to do a whole part for updating for multiplayer and go through and see what I didn’t set right to start… like you don’t see some non stock animations in other players… figured that out after a lot of re-reading on the subject. there will be a lot of stuff like this:

 ![serverstuff.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/7/d/a/7dae948d5c74f500c29f55e49f1fa0c5f89b0e3a.png)

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**Author:** ![arbopa](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@arbopa](https://forums.unrealengine.com/u/arbopa)\
**Post date:** [November 3, 2015, 3:36pm UTC](https://forums.unrealengine.com/t/yet-another-fps-blueprint-tutorial/42234/212 "2015-11-03T15:36:37Z")

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Movement Replication section added.

[http://www.acclivitygamestudios.com/?p=4265](http://www.acclivitygamestudios.com/?p=4265)

Next figuring out character mesh replication because the one a client picks is not what you see them as in multiplayer.

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**Author:** ![ToxinGaming](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@ToxinGaming](https://forums.unrealengine.com/u/ToxinGaming)\
**Post date:** [November 4, 2015, 5:57am UTC](https://forums.unrealengine.com/t/yet-another-fps-blueprint-tutorial/42234/213 "2015-11-04T05:57:02Z")

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Hi,

I was having trouble with the jogging movement replication. The server would show the character running, all other clients would show the character running, but the actual owning client would still show the character walking animation but would be moving at the run speed. In order to fix this I had to add a client jog pressed and client jog released functions that would only run on the owning client. These functions set the max walk speed just like in the server functions, but they will do it for the owning client. I also added a Switch Has Authority on the server functions to make sure that only the server runs it properly.

 ![inputjog.PNG](https://d3kjluh73b9h9o.cloudfront.net/original/4X/4/f/b/4fb8ce38716604ca006af9f69d34cea8a4464977.png)

 ![serverjog.PNG](https://d3kjluh73b9h9o.cloudfront.net/original/3X/a/0/a0fab4d44608bc7abaa33a05404c09f5b47fa43a.png)

 ![serverjog.PNG](https://d3kjluh73b9h9o.cloudfront.net/original/4X/c/e/2/ce2f2950451b9d71256c2c790c16c3978825d940.png)

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**Author:** ![arbopa](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@arbopa](https://forums.unrealengine.com/u/arbopa)\
**Post date:** [November 4, 2015, 6:25am UTC](https://forums.unrealengine.com/t/yet-another-fps-blueprint-tutorial/42234/214 "2015-11-04T06:25:58Z")

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I ended up doing something like that as well. I am having other issues with the right character spawning and such. Have gone back and read a lot about game flow and the classes and replication, so working on a plan to go back in and move some things around a bit…

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**Author:** ![arbopa](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@arbopa](https://forums.unrealengine.com/u/arbopa)\
**Post date:** [November 4, 2015, 1:43pm UTC](https://forums.unrealengine.com/t/yet-another-fps-blueprint-tutorial/42234/215 "2015-11-04T13:43:40Z")

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In addition, from watching a different video I learned that if you can not get under something while standing, but can crouched… and you stand up while under it, you glitch into the object. Would be the same for prone. To fix this bit of BP performs a line trace to see if you would hit anything if you stand:

 ![crouchtrace.png](https://d3kjluh73b9h9o.cloudfront.net/original/3X/f/e/fec6199c812beadccae0b30b52f5b7a589b9737e.png)

Would need to do the same check for when leaving prone, just the number (135) would change. Will add all this when I can.

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**Author:** ![arbopa](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@arbopa](https://forums.unrealengine.com/u/arbopa)\
**Post date:** [November 5, 2015, 5:43am UTC](https://forums.unrealengine.com/t/yet-another-fps-blueprint-tutorial/42234/216 "2015-11-05T05:43:20Z")

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Latest fixes up in Tutorial (and on Blog) today. For movement replication and the Team/Class selection stuff for multiplayer.

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**Author:** ![JmDevTx](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@JmDevTx](https://forums.unrealengine.com/u/JmDevTx)\
**Post date:** [November 5, 2015, 6:35am UTC](https://forums.unrealengine.com/t/yet-another-fps-blueprint-tutorial/42234/217 "2015-11-05T06:35:47Z")

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Haha, I can’t imagine having to load that wiki page on dial-up internet 😃

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**Author:** ![ckj](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@ckj](https://forums.unrealengine.com/u/ckj)\
**Post date:** [November 5, 2015, 10:03am UTC](https://forums.unrealengine.com/t/yet-another-fps-blueprint-tutorial/42234/218 "2015-11-05T10:03:17Z")

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Hey arbopa, having a lot of fun following along. I hit an issue with Showing the main menu that I can’t figure out. I see my background, but not the menu. I don’t see my mouse cursor or anything, so I think somehow it’s not being called. See anything out of the ordinary here?

 ![Screenshot 2015-11-05 01.56.34.png](https://d3kjluh73b9h9o.cloudfront.net/original/3X/a/c/ac37e56b783f9a132193d1a4f245ae048a74461f.png)

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**Author:** ![arbopa](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@arbopa](https://forums.unrealengine.com/u/arbopa)\
**Post date:** [November 5, 2015, 2:32pm UTC](https://forums.unrealengine.com/t/yet-another-fps-blueprint-tutorial/42234/219 "2015-11-05T14:32:55Z")

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> [@Jamendxman3;414435](#):
>
> Haha, I can’t imagine having to load that wiki page on dial-up internet 😃

Does that still exist?

> [@ckj;414533](#):
>
> Hey arbopa, having a lot of fun following along. I hit an issue with Showing the main menu that I can’t figure out. I see my background, but not the menu. I don’t see my mouse cursor or anything, so I think somehow it’s not being called. See anything out of the ordinary here?

That part looks good. You will see later to change the Leave\_Current\_State in Start\_Game to ‘Startup’, but that shouldn’t matter. But I just got up so my eyes may be missing something.

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**Author:** ![arbopa](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@arbopa](https://forums.unrealengine.com/u/arbopa)\
**Post date:** [November 5, 2015, 3:25pm UTC](https://forums.unrealengine.com/t/yet-another-fps-blueprint-tutorial/42234/220 "2015-11-05T15:25:20Z")

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> [@Jamendxman3;414435](#):
>
> Haha, I can’t imagine having to load that wiki page on dial-up internet 😃

Hey, btw, thanks, your video got me to get my crouch stuff right, had not even considered the glitch of standing up into things. Curious, have you done the same thing with prone? I tried it, the problem seems to be that there is no built in ‘prone’ like there is ‘crouch’, so you can not actually get under things as the game thinks you are still too tall.

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**Author:** ![arbopa](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@arbopa](https://forums.unrealengine.com/u/arbopa)\
**Post date:** [November 5, 2015, 11:45pm UTC](https://forums.unrealengine.com/t/yet-another-fps-blueprint-tutorial/42234/221 "2015-11-05T23:45:09Z")

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Apparently you don’t see the changed meshes due to a bug. But it appears it is one of the bugs not on the radar to be fixed in 4.10. UE4 (UE-16478).

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