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Gun Sight Aligner

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  • replied
    Hey, I'm glad to hear that it's working. If you need anything, please ask!

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  • replied
    Thank you for your reply. It turned out that there was an error on my part, I was updating the sight transform when I equipped the weapon, so I just had to change the custom event to Multicast and now it works.

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  • replied
    Hi,

    Could you tell me more precisely what your're having trouble with? I just did a test in multiplayer mode and the sights worked on server and on all clients (please see the pics below).

    Typically, in multiplayer, the anims themselves aren't replicated, they are controlled locally on the client by their character, but the character on the client is controlled by the character on the server (replicated). It worked in the pics below because each client is controlling his own anims locally, but one client won't see another client aiming down sights, unless you replicate the aim down sights command in the character. But you have to remember that the alignment happens on the FP floating arms, which aren't supposed to be seen by other clients anyway. If you're doing multiplayer with this character, you should add a whole body mesh to him to be seen by the other clients. This whole body mesh doesn't need to align the sights, you just need to add a generic aiming pose to it so, from outside, he looks like he's aiming his gun. Please tell me more preciselly where you're having trouble right now and I'll see how I can help you better.


    Click image for larger version  Name:	multi1.jpg Views:	0 Size:	300.8 KB ID:	1741621

    Click image for larger version  Name:	multi2.jpg Views:	0 Size:	317.2 KB ID:	1741622

    Click image for larger version  Name:	multi3.jpg Views:	0 Size:	316.2 KB ID:	1741623
    Last edited by PeaceSells_; 04-04-2020, 09:47 PM.

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  • replied
    Hello. Is there any way to get your sight aligner to work in a replicated game. The sights work on the server but not on the client.

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  • replied
    Updated to v1.1.2

    Change log:

    - Fixed: lack of smoothness when cycling between sights while aiming. Before, the interpolations were done through a Timeline in the character and the resulting values were applied in the EventBlueprintUpdateAnimation of the anim bp. Now everything is done in the anim bp, which fixed the lack of smoothness.

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  • replied
    Updated to v1.1.1

    Change log:

    - 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 v1.1.0 (since v1.1.0, the old method would let the rear sight a bit off depending on its location on the gun in relation to the front sight)

    - Corrected code comments that were outdated since v1.1.0

    - Updated to Unreal Engine v4.24
    Last edited by PeaceSells_; 01-10-2020, 07:53 PM.

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  • replied
    Hey, just do this change in the anim blueprint (AB_ExampleCharacter). Delete the FlipFlop and add another custom event (ExitAim), wired like shown below:

    Click image for larger version

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    Then do this change in the character blueprint (B_ExampleCharacter):

    Click image for larger version

Name:	AimCharacter.JPG
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ID:	1690466


    Please let me know if you encounter any problems...

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  • replied
    Hey man. I just got this and I would like to know the best way to not use a flip flop action so I can aim by holding instead. I also changed the zoom to be like that by using the reverse function and it works great but for the other, I want to make sure I don't break anything.
    Last edited by LMABit; 11-23-2019, 01:17 PM.

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  • replied
    Originally posted by Aidan1974 View Post
    No need to name the main gun component "Mesh1P" anymore. Now it can be named whatever you want, just like the other components, but it needs to have a tag named "MainMesh". This facilitates switching the main mesh component from skeletal mesh to static mesh and vice versa, since you don't need to replace the reference in the code anymore.
    Yes, that's right... would you like some help?

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  • replied
    No need to name the main gun component "Mesh1P" anymore. Now it can be named whatever you want, just like the other components, but it needs to have a tag named "MainMesh". This facilitates switching the main mesh component from skeletal mesh to static mesh and vice versa, since you don't need to replace the reference in the code anymore.

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  • replied
    Originally posted by AngeIV View Post
    Tell me - is your M16 package be a better starting point to incorporate a full body multiplayer shooter or this package?
    No, in that aspect both packages are the same, they use the same auto-aligning method and use the same SK_Mannequin_Arms for 1st person view.


    Originally posted by AngeIV View Post
    "On the roadmap" - how far away would you estimate? Is it weeks? months? days? years (like waiting for landscape architect LOL)
    Keep in mind that I can't state right now that this feature will actually be incorporated. If I start working in this feature, it will be after I finish some of the work I'm doing right now, which will take some months. Then after I start, I estimate it would take weeks to get done. So I would say that, if this feature is going to be incorporated, it would be in a matter of months from now.

    EDIT: Btw, if you're using this or the other asset in your project and need some help implementing your stuff, even if it's a full body implementation, I may be able to help you also in the Discord channel... If you want to join, send me an email and I'll send you the link.
    Last edited by PeaceSells_; 10-04-2019, 10:02 AM.

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  • replied
    Yeah I've been playing with some FPS added to different anim system out there, but ended up with making my own due to multiplayer specific requirements. The results are not bad, however as most of my aiming require proper animation setup, and the gun has actual functional barrel and the GUN is shooting the projectiles - the aim is never EVER perfectly at the center of the screen. it is where the muzzle aims, or roughly where the scope aims (due to scope proper mounting at proper angle, but still what I love about Your system is that you setup the exact crosshair center point. Tell me - is your M16 package be a better starting point to incorporate a full body multiplayer shooter or this package?
    "On the roadmap" - how far away would you estimate? Is it weeks? months? days? years (like waiting for landscape architect LOL)

    Edit: Also thank You for the long explanation and answer. Most appreciated!

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  • replied
    AngeIV - I've been testing the change to the full body mesh and making the necessary adjustments and, while the alignment itself works, there are other very important aspects about using a full body mesh in a 1st person perspective that must be carefully adjusted, in order for the end result to look good from outside. Making a solution for this requires significant changes and additions to this project, which I actually would like to implement, but right now I can't spend the necessary time with this specifically. This might be incorporated in this asset in the future though, since I also find it much cooler to use a full body mesh then an arms mesh. I understand you and I think this is a valid request from you and not a matter of being "a lot to ask", it's more a matter of incorporating a feature that is already on the list of future possible (due to time constraints) additions for this asset.

    Btw, if you're trying this on your own, the first thing you have to do if you make the camera a child of the body mesh, instead of the the mesh being the child of the camera (which is default for traditional FP shooters and how it's currently set), is to change how you access the camera in the anim blueprint. Currently it creates a reference for the character's camera in the BeginPlay event and, from that point on, it accesses it through this reference. That reference seems to not work well when the camera is a child of the mesh, so you will need to access the camera through a character reference directly instead.
    Last edited by PeaceSells_; 10-03-2019, 10:50 AM.

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  • replied
    I'm looking into it, should have an answer soon.

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  • replied
    Hi,
    Im using a full body mesh with aim offset and ironbelly studio weapon packs.
    aligning the weapon for projectiles fire with the camera and crosshair is a pain. every weapon aims at a different height and has different sights on different heights.
    Could you showoff a use of this ik system for a full body?
    I know it might be a lot to ask of - but I would very much appreciate it. PeaceSells_

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