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Pro Weapon System - Documentation

Connecting to the project

To connect the system, go to: //Project Settings/Maps & Mode/Default GameMode and connect BP_GameMode.

Connecting your character

To connect a new character, you need to add a component to it BP_ControlSystem, interface BPI_Interface, and connect the components in the same way as in the standard interface characters Character Data, Set Speed. After that, the character is completely ready and it can be connected to BP_GameMode to use.

Parent classes

These parent classes are used to add new items:

Creating a new weapon

To create a new weapon, select the parent class of the weapon BP_MasterWeapon, create a child element and then go to its settings:

Creating new modules

To create new modules, select the parent class of modules BP_MasterModul, create a child element, in Skeletal Mesh the model of the weapon module is added and then go to its settings:

Module functions

The event when the shot is fired. Example animation of a gun shot in the screenshot:


Event when Recharging. An example of the animation of reloading weapons in the screenshot:


The zoom change event. Example of zooming in / out of the sight zoom in the screenshot:


Lists

Configuring Models

Each module to be replaced must have the same location of anchor points on the mesh and in the skeleton of the weapon you need to specify all the sockets that it supports. An example of installing sockets is shown in the screenshots:



Creating ammunition

To create new ammunition, you need to select the parent ammunition class BP_MasterAmmo, create a child element, write a name and select ProJectile for this ammunition.

Creating a physical bullet

To create new physical bullets, you need to select the parent class BP_MasterProjectile, create a child element, write a name and configure the behavior. It provides the following function Damage Widget which shows the damage caused by the weapon. The widget is shown in the screenshot:


Adding items to a character

To add items to the character, you need to select a component BP_ControlSystem and add items to the arrays shown in the screenshot:


Anim Montage

To call any animation in the character, you need to use a macro Call Anim Montage located in BP_PlayerController to display the animation correctly