Last seen: Nov 9, 2026
@farshad I've found my own workaround. I remove the sound from the Bulletcasting BPs, and add a delayed sound cue to the weapon fire animation
@farshad Yeah, i have just the 1 notify, the weapon only fires once, and it is playing twice on a default pistol. Very strange
@farshad where is the bp bullet casting referenced? In my weapon fire anim I have the notify at the end, but in game it plays twice. Once at the what ...
@farshad and then just add a shotgun shell as the mesh?
Quick question, where in the BulletCasting BPs, either the notify or the actor BPs, does it reference the actual static mesh of the bullet case? I wan...
@commancho It is in the AC_Interact - Equip weapon. There is a video here on how to do it:
@commancho I find it best to add new sockets, ideally one for each weapon. May be repetitive, but it is better to have each one aligned properly
@farshad Perfect, got it working, thanks
@farshad @mbthecomposer Can you share a screenshot of how you have blueprint set up?
Hi. I am adding in unarmed attacks for the player like a punch and kick, in the weapontype Enum there is an Unarmed entry, but how is best to call thi...
@mbthecomposer Looks great. Interesting theme for the gameplay
@commancho yeah, with what I tested, real time shadows work. I haven’t tested it with something like an emissive/illuminated niagara particle though
@farshad great, thank you. Seems a lot easier than I thought it would be
@farshad no problem, if you are able to send me some screenshots to point me in the right direction, I’ll give it a go myself
@rdograndy this tutorial is just using the Unreal Engine only. I mentioned the Blender tutorial as the reason why I did the UE tutorial