Weapon Switching In Unreal Engine

  Рет қаралды 2,293

The Game Dev Cave

The Game Dev Cave

Күн бұрын

With a game, you likely have weapons. and if you have weapons, you'll want to swap out those weapons most likely. So today, let's take a look at a simple system that'll allow you to cycle through a number of weapons on your character!
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Пікірлер: 13
@Weeeboss
@Weeeboss 5 ай бұрын
Thank you for another informative video! Just a quick tip, as I've seen a lot of people use the "Pause Anims" when adjusting weapons/assets over their character: You can just press Ctrl+R to disable Realtime rendering, which also disables animations, adjust the weapon/asset to your liking and then press Ctrl+R again to re-enable Realtime rendering.
@thegamedevcave
@thegamedevcave 5 ай бұрын
that's much faster! thanks i didn't know about that shortcut!
@Thatsunrealdude
@Thatsunrealdude 5 ай бұрын
Nice video!
@thegamedevcave
@thegamedevcave 5 ай бұрын
Thanks!
@foxxdgd443
@foxxdgd443 2 ай бұрын
this dosent work for me.
@yurapodchasov1326
@yurapodchasov1326 7 күн бұрын
sombody now how diactivete hidden weapon not just hidde
@carlosrivadulla8903
@carlosrivadulla8903 5 ай бұрын
would this system be better if the weapon class is hold inside a data asset ?
@thegamedevcave
@thegamedevcave 5 ай бұрын
it really depends on the context, there is no blanket statement " better" about this. if you have a simple weapon cycle system like this example (and my game) there is no need to get data assets involved. if your weapon/item system uses data assets ( like in the inventory series that i'm uploading), then you could take the weapon class out of a data asset yeah.
@kmtsvetanov
@kmtsvetanov 4 ай бұрын
If I have in my BP_Weapon a "damage" variable, how can I get it ?
@kmtsvetanov
@kmtsvetanov 4 ай бұрын
Found it. BP_Weapon has a variable "Damage" 10 that is editable and expose on spawn. This is the default value for all weapons. I have BP_Axe with Damage set to 20. To get the damage when a monster is hit I use: - Get Player Character -> Cast to BP_Player -> Get Weapon -> Get Child Actor -> Cast to BP_Weapon -> Get Damage
@kmtsvetanov
@kmtsvetanov 3 ай бұрын
If I wish to switch to a Bow that is in the other hard how will I do it ?
@kmtsvetanov
@kmtsvetanov 3 ай бұрын
Found it. We use Attach Component To Component. For Target pin we use "Weapon". For Parent pin - Our Skeletal Mesh Component And for Socket Name we say "hand_r" Remember to switch the socket name to "hand_l" When you select a sword
@thegamedevcave
@thegamedevcave 3 ай бұрын
probably best use a whole other system altogether to be honest. but you could add a socket to both hands, and check when you switch weapons if it is the bow and move the mesh to that other hand... but if youre still looking into a system to make for weapon switching, you're best off just not using this one for your use.
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