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.
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
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. 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 so much, that was really informative.
I am hoping you to have a lot of subscribers.
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!
I am hoping you to make a weapon choose menu tutorial.
Thaaaaaaaaaaaaank u verrry much !!! I've been looking for this tutorial for a while! You helped me a lot, thank you! ❤
Nice video bro!
Amazing , very helpful. thank you
Nice video!
Thanks!
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
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 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.
this dosent work for me.
sombody now how diactivete hidden weapon not just hidde