Hello! How can i disable the auto inspection in FP mode when i pick up an item? , also when that auto inspection happens the item snaps to a weird position in the screen before going in the center!
Also sometimes the pick up event (both on TP and FP) glitch and it eithers gives you the item and the item stays in place in the world , or it just gets stuck mid way and you are unable to move!
@sakuro Hey, thanks for reporting this. Could you please post the issue in the Bug Reports section and include other details and a short video showing the problems? That will help us review it more carefully and identify the cause.
Thanks again for your feedback and support.
Hello again, question, how can i avoid notes clipping through a wall after been pick up, other than putting them away from a wall?
@calo One option could be to reposition the character slightly before the inspection starts. You can do a short line trace from the camera to check if there’s a wall very close, and if so, move the character a little bit backward so there’s enough space to inspect the note.
Another option is to adjust how the note is held during the inspect animation (for example changing the hand pose or how the note is positioned). This can also prevent clipping, although it can be a bit more challenging since it involves tweaking animations. from a design perspective, it usually helps to place notes at a small distance from walls whenever possible.
Hi, i need to create a weapon of type rifle but i get the error "this item needs data asset" but i already created a file of type weapons base data and assigned to the new rifle weapon blueprint but it do not works.
Please i need an example of how to create a weapon of type rifleHello, and thank you for your question. Please make sure to download the latest version(0.2.2) of the framework released today. It includes a good update regarding Data Assets and weapons. The documentation for adding weapons from existing types has been updated, and support for adding entirely new weapons will be updated soon.
In short, first, create your new weapon class and data asset, and make sure all the information is filled in accurately. Then, in the player Animation Blueprint, add a new pin for the rifle(image provided). You can use shotgun animations for the rifle or add your own custom animations.
Next, in AC_Combat, in the Action section, add the rifle to the branch according to the provided screenshot. Then, in the Inspect Object section in the character class, add the rifle to the selector in both areas as shown in the screenshot.
Now you can use your rifle; if you want to make it automatic, you will need to create a custom function for it. In the next update, these parts will also be added to the framework. If you run into any problems, feel free to let us know here.
Hi, i implemented the changes and the blueprints compiled ok but i get this error (screenshot) after click equip on the new rifle.
Please can you attach a working video or image.
@ironydev yes, looks like one screenshot was missing, I've added it here. Do this last step, and if you still run into issues, I also prepared a short video showing the full process. Check it out, and feel free to ask any questions. I'm happy to help.
@farshad
Ok thank you for the support i got it working.
now i noticed that the rifle do not show hanging in the back like the shotgun when you equip other weapon
and it would be nice that the rifle was actually automatic.
@ironydev You're welcome, glad you were able to make it work.
In the Character class, add a new HolsterPlace for the rifle (similar to what we have for the shotgun) and assign a unique socket for it on the character mesh. After that, go to AC_Combat and add the rifle to the selector inside the UpdateHolsterWeapons function so it knows where to attach when another weapon is equipped.
For making the rifle automatic, you can create a simple custom event and use a Timer to repeatedly call the firing function while the fire button is held. Then add that logic to the shooting section. Hope this helps.
Hello! I am very impressed with this asset! I have a question regarding the reload system,
Is there a recommended way to set up a shotgun reload where bullets are loaded one by one?
The default reload logic seems to refill the entire magazine at once. I want to use an Anim Montage that loops the "insert shell" animation and updates the ammo count (+1) each time an Anim Notify is triggered, until the magazine is full or the inventory is empty.
How should I hook this up with the existing inventory and combat components properly?
Thank you.
@shosha Hi, thank you for your kind words and for your question!
The reload logic is implemented by default in the "ReloadLogic" function inside the "AC_Combat". In this function, we calculate a variable called "AmmoToRemoveFromInventory", and also the weapon's remaining ammo will be updated in this function.
You can customize the logic here for your shotgun weapon, or create a separate function where shells are inserted one by one. Also, in "AC_Combat" there is a custom event called "Reload" where the reload animation montage is handled, which you may also need to customize for your looping montage setup.
Hope this helps! If you have any other questions, feel free to ask.
@hosna Hi again! Thanks for the previous help, the looping montage works perfectly now.
However, I've run into a small issue. When the inventory runs out of ammo before the shotgun clip is full, the animation keeps looping. It continues to deduct ammo, causing the inventory ammo to go into negative numbers (e.g., -1).
My setup: On each Anim Notify, I add 1 to the weapon's ammo and use your "Update Ammo from Inventory" node to remove 1.
My question is: What is the correct node or function to check the exact, real-time ammo count from the Inventory Component before inserting a shell? I want to create a Branch condition so that if the inventory ammo is 0, it stops the loop and jumps to the "End" montage section.
Thank you!
@ironydev You're welcome, glad you were able to make it work.
In the Character class, add a new HolsterPlace for the rifle (similar to what we have for the shotgun) and assign a unique socket for it on the character mesh. After that, go to AC_Combat and add the rifle to the selector inside the UpdateHolsterWeapons function so it knows where to attach when another weapon is equipped.
For making the rifle automatic, you can create a simple custom event and use a Timer to repeatedly call the firing function while the fire button is held. Then add that logic to the shooting section. Hope this helps.
Hi, sorry i can't get it working, the weapons do not show in the back. Can you add a short working video please
I noticed that when i get the shotgun first and then the rifle this happens with the inventory(screenshot)
