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    #16
    Hey, thanks for all your suggestions and taking the time to post them with pics and all... From interactions with customers, I have the same impression as you, people seem to dig more the realism/tactical side of shooting than the arcade side. Now regarding the implementation, I have to say I wouldn't do things like hybrid trace/projectile systems or auto-zeroing... I prefer a more direct approach: only projectiles and fixed or manual zero, or for a more arcade style, traces only...

    Now, regarding your questions:

    Originally posted by OneShotGG View Post
    Quick question though. If I use your gun align system on a tps character with no FPS mesh and used per bone blending for just the arms would it work? If I recall I also need to switch from tps camera to the FPS camera BEFORE allowing your system to aim for it to align correctly?
    It's hard to say without testing in your specific setup. I think it wouldn't break the alignment, but that really wouldn't mean much. I have experimented a little with this asset on a whole body mesh, and I can say that, while it's relatively easy to preserve alignment and everything looks good while you're in FP view, from an outside view the pose is broken and unusable. And it will take a good amount of time and effort to make it usable. And yes, you'd have to first move the camera to FP position before starting to aim (because an outsider would see your arms chasing the camera while it's moving still), but that would be the least of your problems. It's safe to say this asset, in its current state, doesn't work for third person games and you should only try to work around this if you're really willing to put a good amount of effort.

    This is a recurring request from customers (which I think goes back to the point of most people preferring a realistic/tactical approach), so I feel tempted to actually take the time needed to include that in both my assets, it would probably boost the sales. But right now I can't.

    Originally posted by OneShotGG View Post
    Good luck with your asset, I really dig your auto align system. Very cool.
    Thanks for your kind words... I don't own a VR set yet, but it's in my wish list. As soon as I get one, I'll check your asset!
    My Marketplace assets:

    BP FPS Assault Rifle

    Gun Sight Auto-Aligner

    Comment


      #17
      Updated to v1.3.2

      Change log:

      - Fixed a bug included in the last version (1.3.1) where using other anims instead of the provided ones would make the transition form hip to aiming down sights very jumpy. It was due to an accidental unchecking of a checkbox in one of the CopyBone nodes in the anim blueprint.

      - Other minor fixes like text tips on screen, etc.

      - Included, in the product page, a link to download a playable demo
      Last edited by PeaceSells_; 11-02-2019, 08:57 AM.
      My Marketplace assets:

      BP FPS Assault Rifle

      Gun Sight Auto-Aligner

      Comment


        #18
        Updated to v1.3.3

        Change log:

        - All first person anim sequeces were reimported. The new sequences have the hand IK bones (ik_hand_gun, ik_hand_r and ik_hand_l) stationary at the default position (Epic's default pose). The old sequences had ik_hand_gun and ik_hand_r match hand_r position, and ik_hand_l match hand_l position every frame. This change was made to avoid blending problems when adding user custom animations. It makes no difference if you use all sequences with the IKs in the default position or all sequences with the IKs matching the hand bones, but a mix of sequences of the two styles gives blending problems. Since most custom sequences out there leave these IK bones stationary at the default position, now they can be mixed with the asset's own sequences without blending problems.

        - Removed custom object channels and trace channels (collision) presets from the Project Settings, because they were unecessarty.

        - Not all CopyBone checkboxes were fixed in the last update, which was meant to fix them. Now they all were fixed.
        Last edited by PeaceSells_; 12-05-2019, 10:45 AM.
        My Marketplace assets:

        BP FPS Assault Rifle

        Gun Sight Auto-Aligner

        Comment


          #19
          Updated to v1.3.4

          Change log:

          - The cosmetic gun rotations (sway) due to player input now only use the aimpoint as pivot when aiming down sights. When not aiming, the rotations use the hand_r bone as pivot, like it was before v1.3.1, because it looks better when not aiming.

          - Fixed an issue that would prevent animations from being played correcly if the semi-auto mode was set as the starting fire mode.
          My Marketplace assets:

          BP FPS Assault Rifle

          Gun Sight Auto-Aligner

          Comment


            #20
            Hello, did you have an tip for me how two create that weapon swinging with the animation movement? I bought youre Kit on the Marketplace but need some more explanations how i could set this in a first person project in (The blank Project from Ue4 First Person). Which code is only two built for that ? An how could i Implement a Weapon Reload Animation for the Weapon? I am trying two juse other weapons like one from Ironbelly. It Would help me a lot. Youre code is very good but hard two understand.
            Please write me back.

            Comment


              #21
              Originally posted by schenten a. View Post
              Hello, did you have an tip for me how two create that weapon swinging with the animation movement?
              When aiming, the gun position at each frame is determined by the two variables IkLocationAiming and IkRotationAiming (in the 1st person anim blueprint). IkLocationAiming is the exact location of your sight and IkRotationAiming is the exact rotation of your sight. They are calculated each frame in the event graph of the anim blueprint, from the camera position, and applied to the gun (actually to the character's hand) in the anim graphs of the idle and walking states (the only two states in which you can aim). If you want to make the gun swing, I would first try generating an offset (a vector variable) each frame to add to IkLocationAiming in the event graph. But from your question, I think what you want is a sway that's not calculated, but comes from the underlying anim sequence instead? I think you will have to try using a CopyBoneDelta node, to copy the original movement from some bone to the hand or hand IK bone. Since I never implemented these kind of sways before, I'm sure they will require a good amount of testing and work.

              Originally posted by schenten a. View Post
              I bought youre Kit on the Marketplace but need some more explanations how i could set this in a first person project in (The blank Project from Ue4 First Person). Which code is only two built for that ?
              This question I did not understand...

              Originally posted by schenten a. View Post
              An how could i Implement a Weapon Reload Animation for the Weapon? I am trying two juse other weapons like one from Ironbelly.
              You mean animating the gun bones or the character bones? For the character, you just go to the gun's blueprint and change the ReloadEmptySequence and the ReloadLoadedSequence variables (in the "Customization - Animations" category) so they point to your own anim sequences. If you want to animate the gun bones instead, currently the project doesn't have good support for that. That's because the gun actor component is currently treated as PoseableMesh instead of SkeletalMesh (but the gun mesh is still a skeletal mesh). This will be changed in the near future. With the PoseableMesh replaced by a SkeletalMesh component, a reload anim could be implemented by importing a reload sequence to the gun's skeleton and playing it when the character plays it's own reload sequence.
              My Marketplace assets:

              BP FPS Assault Rifle

              Gun Sight Auto-Aligner

              Comment


                #22
                Hello, i have another Question. How the Character run with a server. I read about it in the AnimBP from the First Person? What i have to do to set an BP_Character with the running from a server on it? Sorry for my bad english but the logic only confuseing me a bit.

                Comment


                  #23
                  The AnimBP only does the animation. When you press Shift, the InputActionRun in the B_DemoCharacter blueprint is called on your machine, and this sends an RPC to the server (ServerRun). In the server, this RPC changes the MaxWalkSpeed of the character movement component. The MaxWalkSpeed is a variable that comes already with the Unreal Engine's character and is automatically replicated, which means that when we change its value in the server, the new value is sent back to our client. The RPC also changes our variable IsRunPressed to True on the server, and this variable is also replicated back to the client. But this is a RepNotify variable, which means that every time it changes, the function OnRep_IsRunPressed is called (on server and clients) and inside this function you will see the code that tells the AnimBP (1st person and 3rd person) that IsRunPressed is now True. The AnimBP will then enter the state "Running" if the character is moving while IsRunPressed is True.

                  But on the client we don't wait for these two values to arrive from the server, we go ahead and change them on the client before they arrive, so our character doesn't feel laggy. When they arrive, they are set again but you don't feel it because the values are the same. It's just that the server must have the final decision. So please tell me if this answers your question.
                  My Marketplace assets:

                  BP FPS Assault Rifle

                  Gun Sight Auto-Aligner

                  Comment


                    #24
                    It is. I be one of the types how wanna learn from these codes i sell on the Marketplace. I create a clean Project an wanna set it up as you code it. But my endresult is confuseing me.Look at the pic. I dont know why the character an the weapon aint communicate with eachother so that the weapon Spawn in the Hands an the animation get played from the anim_bp.

                    Comment


                      #25
                      Originally posted by schenten a. View Post
                      I create a clean Project an wanna set it up as you code it. But my endresult is confuseing me.Look at the pic. I dont know why the character an the weapon aint communicate with eachother so that the weapon Spawn in the Hands an the animation get played from the anim_bp.
                      Look in the B_DemoCharacter blueprint, there is a macro called EquipWeapon. It's called every time the variable CurrentWeapon changes (OnRep_CurrentWeapon is the function that calls it) and inside of it you will see the code that attaches the weapon mesh to the character's socket and the code that tells the AnimBP which anims it should use inside the state machine.

                      Originally posted by schenten a. View Post
                      It is. I be one of the types how wanna learn from these codes i sell on the Marketplace.
                      You mean 'purchase' instead of 'sell', right?
                      Last edited by PeaceSells_; 12-26-2019, 04:40 PM.
                      My Marketplace assets:

                      BP FPS Assault Rifle

                      Gun Sight Auto-Aligner

                      Comment


                        #26
                        Sorry for my bad english. Thank you for the help. Thank you.

                        Comment


                          #27
                          In response to a question by Ctrl in the product page:


                          As a quick and dirty test, I've done this in the character blueprint. Z makes you instant lean left and X makes you instant lean right:


                          Click image for larger version

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                          This is the result:

                          https://www.youtube.com/watch?v=nSP4ch-rAuI
                          My Marketplace assets:

                          BP FPS Assault Rifle

                          Gun Sight Auto-Aligner

                          Comment


                            #28
                            Updated to v1.3.5

                            Change log:

                            - Updated to Unreal Engine v4.24

                            - Small change in the method of calculation of ironsights. It now uses the node FindLookAtRotation followed by roll adjustment, instead of the dot products, RotationFromAxisAndAngle and CombineRotators nodes to find the direction from rear sight to front sight. The new method works better with the change implemented in v1.3.1 (since v1.3.1, the old method would let the rear sight a bit off depending on its location on the gun in relation to the front sight)
                            My Marketplace assets:

                            BP FPS Assault Rifle

                            Gun Sight Auto-Aligner

                            Comment

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