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Configuration
/All/Game/LockpickMinigame/Structs S_Lock_Config Parameters: LockTension - The tension to be applied to the lock. How fast/easy the lock returns to initial position. LockTensionMultiplier - Multiplier used for the tension to be applied when sweet spot ...
Interfaces
/All/Game/LockpickMinigame/Interfaces BPI_Lockpickable CanBeLockpicked Function which handles the condition about the object being lockpick able. For e.g. if the object is already lockpicked, this condition should return false. It can be used with oth...
Roadmap
These are the changes planned for the product. All buyers will receive them for free. Ongoing: YouTube presentation video Done Product description update Done Recoil bug fixing, improvements and modularization Done Future plans: Code comments (tool...
Known Bugs
Recoil Decay recoil overshoots Done Decay recoil speed timeline is not used - it has linear decay Done General Shooting Shooting spread is not reset if no recoil applied Done In example, effects are not shown if the bullets do not hit
Events
BulletHit Description Called when a bullet hits something Can be used to apply damage, spawn decals etc Arguments Hit - the HitResult structure BulletShot Description Called when a bullet spawns (or the line trace is fired) Arguments ...
Projectile
The Projectile Actor used for the Advanced Weapon Component is BP_WeaponProjectile. It is a simple Projectile type Actor that only has two important updates: Calls BulletHit event from AC_AdvancedWeaponComponent when Hit event occurs Uses custom collision...
Configuration
/All/Game/WeaponComponent/Data E_BulletType Description Enum for type of bullet - i.e. can be hitscan or projectile based Possible values LineTrace - used for hitscan ("bullet" hit will be instant) Projectile - used for spawning projectile when s...
Setup/Prerequisites
In order for the minigame to work, you need to activate Substrate Materials from Project Settings