# 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:** 20

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**Author:** ![akalovemaker](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@akalovemaker](https://forums.unrealengine.com/u/akalovemaker)\
**Post date:** [December 18, 2015, 11:43pm UTC](https://forums.unrealengine.com/t/yet-another-fps-blueprint-tutorial/42234/384 "2015-12-18T23:43:08Z")

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> [@arbopa;439989](#):
>
> Haven’t had much time for anything. Honestly I am about as fed up as I can be with unreal and it’s staff right now. They don’t help and do not provide answers AFAIC… the answerhub is a joke. I am considering just dropping ue4 and seeing if unity is any better. life is too short for BS.

Dont leave us hanging ☹  
I’m sure somethings will get fixed…  
Don’t let small things discourage you from finishing and supporting this amazing tutorial.

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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:** [December 19, 2015, 1:03am UTC](https://forums.unrealengine.com/t/yet-another-fps-blueprint-tutorial/42234/385 "2015-12-19T01:03:27Z")

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> [@akalovemaker;440050](#):
>
> Dont leave us hanging ☹  
> I’m sure somethings will get fixed…  
> Don’t let small things discourage you from finishing and supporting this amazing tutorial.

I will not… but I need a break from reading limited documentation, looking at bad examples, and from realizing the hype that you can make a game ‘in blueprint’ is BS.

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**Author:** ![akalovemaker](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@akalovemaker](https://forums.unrealengine.com/u/akalovemaker)\
**Post date:** [December 19, 2015, 1:59am UTC](https://forums.unrealengine.com/t/yet-another-fps-blueprint-tutorial/42234/386 "2015-12-19T01:59:24Z")

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> [@arbopa;440086](#):
>
> I will not… but I need a break from reading limited documentation, looking at bad examples, and from realizing the hype that you can make a game ‘in blueprint’ is BS.

Can we use C++ and blueprints at the same time, if we use the C++ template?  
If it’s because of the weapon system, the shooter blueprint template maybe has some important information that can help us? 😕

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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:** [December 19, 2015, 2:26am UTC](https://forums.unrealengine.com/t/yet-another-fps-blueprint-tutorial/42234/387 "2015-12-19T02:26:06Z")

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Yes, C++ and blueprints can be used simultaneously.

If you have any questions about weapon system mechanics, I’ll try and pitch in. TBH, you might have better luck asking the forums or even Reddit over the answerhub.

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**Author:** ![grenbork](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@grenbork](https://forums.unrealengine.com/u/grenbork)\
**Post date:** [December 20, 2015, 5:18pm UTC](https://forums.unrealengine.com/t/yet-another-fps-blueprint-tutorial/42234/388 "2015-12-20T17:18:51Z")

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In the L\_Character, when we supposed to " by your My Blueprint tab, click the drop down by the eyeball, and make sure Show Inherited Values is  
clicked. You will need this so you you can expand the Character item and drag out CharacterMovement. " I cant find reference to Character item:

 ![CjU31cT.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/9/7/8/9786ebbddd0ace59d12b12ab026381317507d110.png)

what im missing?

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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:** [December 20, 2015, 5:47pm UTC](https://forums.unrealengine.com/t/yet-another-fps-blueprint-tutorial/42234/389 "2015-12-20T17:47:05Z")

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is it this what your looking for  
 ![3a7753741c6b395224f0bc63a96b0f925dc55d9e.jpeg](https://d1ap1mz92jnks1.cloudfront.net/images/transparent.png)

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**Author:** ![grenbork](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@grenbork](https://forums.unrealengine.com/u/grenbork)\
**Post date:** [December 21, 2015, 7:00pm UTC](https://forums.unrealengine.com/t/yet-another-fps-blueprint-tutorial/42234/390 "2015-12-21T19:00:08Z")

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Well, yes, i did clicked “Show Inherited Variables”. If you compare your screenshot and mine, mine doesnt have “Character” tab. ☹

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**Author:** ![Angeloss](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Angeloss](https://forums.unrealengine.com/u/Angeloss)\
**Post date:** [December 21, 2015, 8:34pm UTC](https://forums.unrealengine.com/t/yet-another-fps-blueprint-tutorial/42234/391 "2015-12-21T20:34:13Z")

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You are inherit from Pawn class not Character class, that’s why you don’t have a characterMovement component.

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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:** [December 22, 2015, 1:04am UTC](https://forums.unrealengine.com/t/yet-another-fps-blueprint-tutorial/42234/392 "2015-12-22T01:04:05Z")

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For those interested, Allar has been streaming (several sessions) working on animations. Probably of interest to some to watch some of them. I haven’t as I have been taking a break to reset my brain.

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**Author:** ![grenbork](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@grenbork](https://forums.unrealengine.com/u/grenbork)\
**Post date:** [December 22, 2015, 1:58pm UTC](https://forums.unrealengine.com/t/yet-another-fps-blueprint-tutorial/42234/393 "2015-12-22T13:58:12Z")

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> [@Angeloss;441318](#):
>
> You are inherit from Pawn class not Character class, that’s why you don’t have a characterMovement component.

thanks a lot!

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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:** [December 23, 2015, 3:46am UTC](https://forums.unrealengine.com/t/yet-another-fps-blueprint-tutorial/42234/394 "2015-12-23T03:46:56Z")

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For those that have not seen it…

> **[HammUEr, a Hammer/Worldcraft map importer for Unreal Engine](https://forums.unrealengine.com/showthread.php?94470-HammUEr-a-Hammer-Worldcraft-map-importer-for-Unreal-Engine)**
>
> What is it? HammUEr is a (currently Windows only) plugin that lets you build your levels with Valve’s \[FONT=Lucida Console\]Hammer Source map editor (VMF), \[FONT=Lucida Console\]Doom3’s DoomEdit (MAP/PROC) or a \[FONT=Lucida Console\]Quake-based map...

A very much needed thing… for people like me who are used to the old level editors that are much better than what is built into UE4.

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**Author:** ![akalovemaker](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@akalovemaker](https://forums.unrealengine.com/u/akalovemaker)\
**Post date:** [December 23, 2015, 6:04am UTC](https://forums.unrealengine.com/t/yet-another-fps-blueprint-tutorial/42234/395 "2015-12-23T06:04:06Z")

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I heard about it. Many developers say it’s a great tool for level design.

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**Author:** ![akalovemaker](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@akalovemaker](https://forums.unrealengine.com/u/akalovemaker)\
**Post date:** [December 25, 2015, 9:24pm UTC](https://forums.unrealengine.com/t/yet-another-fps-blueprint-tutorial/42234/396 "2015-12-25T21:24:26Z")

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Merry Christmas everyone!

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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:** [December 26, 2015, 7:30am UTC](https://forums.unrealengine.com/t/yet-another-fps-blueprint-tutorial/42234/397 "2015-12-26T07:30:06Z")

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yes, happy whatever it is you celebrate. I merely celebrate having a day off work.

I think I might get back to things tomorrow. Took a chance on a game made with UE4 that is an early access. Sounded good. Sort of inspired me because there was so much wrong with it that I saw… wow.

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**Author:** ![Taerarenai](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Taerarenai](https://forums.unrealengine.com/u/Taerarenai)\
**Post date:** [December 27, 2015, 1:33pm UTC](https://forums.unrealengine.com/t/yet-another-fps-blueprint-tutorial/42234/398 "2015-12-27T13:33:33Z")

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I seem to have a problem with the MM\_Main part. When i start the menu the background shows up, but when i set the show main menu event on it, still only the background shows up. It seems that if i set the desired state for the MM\_Main script to main menu, it doesnt display it. If i set that to startup, its all good (but i suppose thats not supposed to be set as startup aswell).

Any idea on this ? I kinda triple checked everything and its the same as yours.

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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:** [December 27, 2015, 2:43pm UTC](https://forums.unrealengine.com/t/yet-another-fps-blueprint-tutorial/42234/399 "2015-12-27T14:43:06Z")

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![again.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/d/4/0/d408b289016988ad87b7bf35b79b21b2fc6116c1.png)

see highlight…

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**Author:** ![Taerarenai](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Taerarenai](https://forums.unrealengine.com/u/Taerarenai)\
**Post date:** [December 27, 2015, 3:21pm UTC](https://forums.unrealengine.com/t/yet-another-fps-blueprint-tutorial/42234/400 "2015-12-27T15:21:40Z")

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![64612027ad14ae01c864a481d798fd2b3a434869.jpeg](https://d1ap1mz92jnks1.cloudfront.net/images/transparent.png) ![a5c59c8613f4f01aec1306d05b7bee88c859db2c.jpeg](https://d1ap1mz92jnks1.cloudfront.net/images/transparent.png) ![85658816787c854936a9a91037016205553e43e3.jpeg](https://d1ap1mz92jnks1.cloudfront.net/images/transparent.png)

Maybe this will help you understand what i meant.  
(the menu part is set to startup because i wanted it to show up, if i set it to main menu, only the background shows up)

LE: it seems you have the start game custom event in the L\_GameInstance BP, maybe thats the problem ? By following your tutorial i understood that i have to create the instance macros in the PLAYER CONTROLLER, no game instance. Am i wrong ? If yes, i’ll get back and recreate everything in the gameinstance bp, if not, how do you link the custom event to leave\_current\_state ? I cant do that because they are different blueprints (cant link a custom event with a macro from another bp)

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<div class="post-metadata">

**Author:** ![arbopa](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@arbopa](https://forums.unrealengine.com/u/arbopa)\
**Post date:** [December 27, 2015, 3:42pm UTC](https://forums.unrealengine.com/t/yet-another-fps-blueprint-tutorial/42234/401 "2015-12-27T15:42:55Z")

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the leave\_current\_state in show\_mainmenu has to be set to MainMenu… and only ‘new state’ connects to the isvalid, not ‘same state’. Start\_Game is made in the player controller…

 ![again01.png](https://d3kjluh73b9h9o.cloudfront.net/original/3X/e/c/ecff951f9e73461b90d085372f0821bd3c519872.png)

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<div class="post-metadata">

**Author:** ![Taerarenai](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Taerarenai](https://forums.unrealengine.com/u/Taerarenai)\
**Post date:** [December 27, 2015, 3:53pm UTC](https://forums.unrealengine.com/t/yet-another-fps-blueprint-tutorial/42234/402 "2015-12-27T15:53:40Z")

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Ok so i set it to main menu (show\_mainmenu custom event -\> leave\_current\_state with desired state main menu -\> new state - isvalid etc etc) and i removed the same state pin.

Still nothing, only background ;/.

Im rly sorry to bother you with all this, im doing my best to learn (i actually had a working menu of my own, made from scratch, but i dont think it was clean code-wise so i decided to follow your tutorial to make a more “by the book” project). If you want/can i can eventually screenshare you the blueprints so you can take a look at them.

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<div class="post-metadata">

**Author:** ![akalovemaker](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@akalovemaker](https://forums.unrealengine.com/u/akalovemaker)\
**Post date:** [December 28, 2015, 1:32am UTC](https://forums.unrealengine.com/t/yet-another-fps-blueprint-tutorial/42234/403 "2015-12-28T01:32:15Z")

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> [@Taerarenai;443914](#):
>
> Ok so i set it to main menu (show\_mainmenu custom event -\> leave\_current\_state with desired state main menu -\> new state - isvalid etc etc) and i removed the same state pin.
> 
> Still nothing, only background ;/.
> 
> Im rly sorry to bother you with all this, im doing my best to learn (i actually had a working menu of my own, made from scratch, but i dont think it was clean code-wise so i decided to follow your tutorial to make a more “by the book” project). If you want/can i can eventually screenshare you the blueprints so you can take a look at them.

There is a bug with the engine IDK, if you downloaded the files and you are only using the files and no the blueprints from arbopa created then it will not show up. what I did was clone/replicate them. Then it worked after replacing the appropiate nodes after changing the name of some gamemodes/character/etc.

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