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.
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.
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
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
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.
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.
that's much faster! thanks i didn't know about that shortcut!
Thank you so much, that was really informative.
I am hoping you to make a weapon choose menu tutorial.
I am hoping you to have a lot of subscribers.
Thaaaaaaaaaaaaank u verrry much !!! I've been looking for this tutorial for a while! You helped me a lot, thank you! ❤
Amazing , very helpful. thank you
Nice video bro!
would this system be better if the weapon class is hold inside a data asset ?
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.
If I have in my BP_Weapon a "damage" variable, how can I get it ?
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
this dosent work for me.
Nice video!
Thanks!
If I wish to switch to a Bow that is in the other hard how will I do it ?
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
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.
sombody now how diactivete hidden weapon not just hidde
hero❤❤❤
hrro❤❤