How to Use On a Character/Actor.

This page covers how to use the features of the plugin in blueprints. The logic in C++ should be the same.

For Characters or Actors

This plugin will handle everything you need to make bullets and weapons work. Follow this guide to learn how to set this up.

Adding the component:

  1. To start, add the Ultimate_Shooting component to your character or actor.

  1. Set up the properties in the detail panel as desired. I won't cover each setting since most are self-explanatory, and there are dozens of them. I will only go over general functionality.

  1. Now call one of the nodes where you would like to shoot, usually on input events.

  1. That's it for setting up line traces, There are 4 major line trace functions:

  • Fire Single Shot Line Trace.

  • Fire Shotgun Line Trace.

  • Start/Stop Automatic Line Trace.

  • Perfect Projectile(a hybrid of line trace and projectile).

IMPORTANT: ensure you have setup the trace settings and tracer projectile in the component.

For Projectiles:

Projectiles require you to set up various effects and such. I will go over how the demo projectile works which acts as a grenade launcher.

  1. Make your projectile actor and give it a projectile movement component.

  2. Set up hit events on the projectile so you can spawn effects and do things when it hits something.

  3. Give the projectile movement component values like speed and gravity.

  4. In your character or weapon blueprint, where you want to spawn, call one of these three nodes from the component.

  • Fire Single Shot Projectile

  • Fire Shotgun Projectile

  • Start/Stop Automatic Projectile.

IMPORTANT: ensure you have setup the projectile to spawn in the component.

What the parameters on each node do:

For projectiles these are the parameters and what they do:

  1. Target - this is the ultimate shooting component

  2. Spawn Point - this is a scene component from where they spawn. this prevents weapon animations from messing up the spawn point.

  3. Montage Mesh - this is your skeletal mesh which plays the shooting montage.

  4. Math override - This lets you use custom math for projectiles.

  5. Projectile math - if math override is enabled, this is where you assign the custom vector math.

  6. Shooting Direction - This can either be control rotation for 3d games or forward direction for games that only need to shoot forward, like top down games.

For line trace, these are the parameters and what they do:

  1. Target - this is the ultimate shooting component

  2. Camera - This is your camera used for aligning with the cross hair, usually it is the viewport camera but can be a secondary one.

  3. Spawn Point - this is a scene component from where they spawn. this prevents weapon animations from messing up the spawn point.

  4. Montage Mesh - this is your skeletal mesh which plays the shooting montage.

  5. Actors to Ignore - this is a array of actors you want to ignore, usually this will include a "self" reference.

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