HorusHeretic's Advanced Weapon Blueprint (For unreal engine 4.10))
Current support post.
https://forums.unrealengine.com/showthread.php?93271-HH_AdvancedWeapon-Blueprint&p=431008
Video play list:
https://www.youtube.com/playlist?lis...rQ8pWdJNfRKIcq
What the weapon blueprint allows you to do:
Aesthetics:
Choose which mesh, firing effects and sounds the weapon uses.
Impact sounds, effects and decals are physical material based. Currently 4 which are stone, metal, water, wood. But you can add others simply enough.
Accuracy:
Fully adjustable up, down, left and right weapon scatter bloom.
Can increase the scatter when moving or firing or both.
There is also a limit you can adjust to the maximum scatter bloom
The scatter bloom updates via UMG to show on screen
Can change how fast the bloom will contract, and retract which also gives added depth to the weapon
overall range tweak if you want weapons to be more or less accurate over distances
Ammo:
Choose different kinds of ammo
Use the ammo pool or magazine system
Option to use ammo, useful for things like unlimited ammo cheats and weapons that may charge up for example
Option to cost more ammo per shot
Armour Piercing:
Armour piercing decided by the weapon
Easily add armour types
Multiplier based, so you can have the weapon deal more or less depending what armour type the target is.
Option to have angle based and armour thickness calculations.
Charge up and diminish
Can be used in several ways, such as having a fully charged weapon that uses charge per shot, then you have to refill it (or discard the weapon halo style)
You can charge up a weapon and have it fire on release (like spartan laser halo weapon)
you can have charge up weapons diminish charge over time also.
Damage over Distance:
Short, medium, long, far and max distances
A multiplier for each distance, allows weapons like shotguns to be less effective the further the target is.
Anything beyond max range will do 0 damage.
Fire Modes:
Single shot, burst and fully automatic modes
Add fire mode options to a weapon and change through them. Example: semi auto pistol, with a burst mode.
Can change how many shots fired per burst
Change the fire rate of the weapon in RPM
Health damage:
Min and max damage
Over heating and cooldown:
you can use this to stop weapons firing when over heated.
can also be used as a windup mechanic to allow weapons to fire (think of minigun barrels needing to spin first)
Heat per shot or heat over time option
Cooldown delays and force cooldown on reload
Recoil:
Random and smoothed
you can adjust how much recoil there is for left, right, up and down.
there is also the option to have recoil bias which will make the recoil favour a side more than the other. up/down and left/right.
Reloads:
Option for automatic reloads
Change the reload duration
Option for no reloads (useful for cheats etc)
Projectiles:
Can be either line trace or a physical projectile. Both have an area effect option which is useful for rocket launchers
Can fire multiple per shot. Useful for shotguns
Option to switch from projectile or line trace.
Can home in on targets. Can have multi locked targets and fire a projectile at each.
Main weapon blueprint, with lots of examples to show each part of the weapons functions. Several test maps and a few test weapon meshes (untextured). Character blueprint setup for firing the weapon, selecting fire mode and other functions along with UMG widget for lots of feedback for debugging and general gameplay.