Hello! How I can change the zoom when the character is aiming? Also there is any way to remove the ranged attack of the zombies? I mostly want to use only the close attacks for them now!
@farshad When toward down,character will pass through the wall.is it right?
Thanks for reporting this! Yes, it has already been fixed. The fix will be included in the next update.
However, if you’d like to fix it in the current version yourself, it’s quite simple. I’ve prepared this short video for you — just follow the steps shown there.
@farshad Currently,equip gun and aim gun share the same socket Equip_TP,if i want equip gun and aim gun have two different sockets,how to do it?
The current setup in the framework is the standard approach, the weapon uses the same Equip_TP socket for equipping, aiming, and firing.
Using different sockets for aiming and equipping is a little unusual to me, since the weapon is normally attached to the hand through a single socket. Moving it to another socket when aiming could also cause issues with animations and weapon positioning.
Could you please explain a bit more about what you’re trying to achieve, or share an example? 😀
@calo The key actually stays on the door for about 3 seconds after being used, and then it will be removed from the door. So keeping the key in the inventory afterward isn’t unusual. However, if you prefer to remove the key from the inventory after use(and also if it is discardable), you can do that as well. In the video I attached, you can see that in BP_DoorBase, once the key has been used, it is marked as discardable. From there, you can use the item’s ID to remove it from the inventory if that’s the behavior you want.
@farshad When toward down,character will pass through the wall.is it right?
Thanks for reporting this! Yes, it has already been fixed. The fix will be included in the next update.
However, if you’d like to fix it in the current version yourself, it’s quite simple. I’ve prepared this short video for you — just follow the steps shown there.
@farshad Currently,equip gun and aim gun share the same socket Equip_TP,if i want equip gun and aim gun have two different sockets,how to do it?
The current setup in the framework is the standard approach, the weapon uses the same Equip_TP socket for equipping, aiming, and firing.
Using different sockets for aiming and equipping is a little unusual to me, since the weapon is normally attached to the hand through a single socket. Moving it to another socket when aiming could also cause issues with animations and weapon positioning.
Could you please explain a bit more about what you’re trying to achieve, or share an example? 😀
yes,my example is very special。for transformer weapon。here is equip and aim,weapon is different visual。
@criss1818 For the aiming zoom, you can easily adjust it in the Character class using the Target Arm Length value. This controls how close the camera gets when aiming.
To disable the zombies' aggressive ranged attacks, simply open BP_AIZombie and clear the AggressiveAttackAnimationsMontage array. Make sure the array is completely empty rather than containing a None animation. Since there will be no animation assigned there, the ranged attack system will be disabled, allowing the zombies to use only their close-range attacks.
@g-uncleray Did you modify anything else in the data asset or class besides the weapon name? I changed the name from “Handgun Pistol” to “Handgun Pistols” and even tried several other names, and everything is working correctly on my side. Also, is this your second pistol, rather than the default pistol?
@g-uncleray So, do you mean you want the weapon to be in the right hand when equipped, but switch to the left hand when aiming and shooting?
@farshad awesome, thank you, where can i change the value for the time the key stay in the door?
Right@g-uncleray So, do you mean you want the weapon to be in the right hand when equipped, but switch to the left hand when aiming and shooting?
@farshad if i want to implement inspect system like this,how?
1.When you look toward the item,the item will be your inspect target.
2.When you look toward nothing or too far,system will choose the nearest item be your target.And Show the indicator of your looking forward to.
3.When you in Aim,item can't be inspect .When you cancel Aim,item can be inspect
@farshad Perfect! Also I have done some level sequence and I exported the opening cutscene,about playing it after the new game is selected,do you reccomend do to this inside the level blueprint or in the graph of the main menu? I think im going to go on a umg workaround,where it plays a pre-rendered video,the other test cutscene are mostly handled with a trigger and played directly in-engine on the level sequence.
Of course it will be inside the level blueprint of the first map
2. Also how I can set my character to run not backwards? What I want to do is to be able to only do this when I run,so the character will turn around and go back in front when I release the running input,with the walk I would prefer to stay like this for now (so the character will walk backbards like it's set it for now,but turn around when running). There is some controller desired rotation activated with the running backwards?
3. Where is the bullet spawn hanlded logic in the blueprints ?
@farshad if i want to implement shotgun reload system,how?First,if i shoot 3 bullet,reload action will play 3 times,if i shoot 1 bullet,reload will play 1 time.second,if i in reload action, shoot can interrupt the reload action
@farshad About Recoil System,
1.If i want to replace or modify the Recoil Animation of Character,How?like the post video
2.if i want to replace or modify the Recoil Animation of Gun.,How?like the post video
3,if i keep shooting,the Point of impact (POI),will get far and far,And Last Point of impact (POI)'s relative offset can be modified.
Eg, first POI relative offset is (x=x1+RandRange(Min1,Max1),y=y1+RandRange(Min2,Max2),
second POI relative offset is (x=x2+RandRange(Min3,Max3),y=y2+RandRange(Min4,Max4),etc.
And Third POI Relative offset ,Fourth POI Relative offset ,Fifth POI Relative offset,etc. it is a 2D float List.