The Military Weapons Dark and Military Weapons Silver asset packs are not available on Fab due to being long-abandoned by their creator. I have zipped a blank project with both weapons packs and uploaded it to Drive for use with my tutorials. Download it via the link below, extract the project and open it, select both weapons pack folders and right click then 'migrate' and select the 'content' folder of your project to add them and follow along. 🙂 drive.google.com/file/d/1mWnQoWsF15rccD63gwmpsxtZpn83B_2U/view?usp=sharing For a limited time I'm offering lifetime access to my Discord server, Mizzo's Dizzo, to the first 150 people who make a one-time payment of $10USD! 🤯 Head over to my Patreon and jump on board: www.patreon.com/MizzoFrizzo
hey there mizzo! i just finished this tutorial today and i gotta say this is great! i loved it and keep going man its these things that will make you rocket up to the sky the more you put work into this channel. u will be a life saver for lots of new devs!
Quick tip at 1:09. You can Get Equipped weapon > Get Attach Socket name > Get socket Location and plug it in Spawn transform Location on the ROS_Drop weapon. That way it drops from the exact socket location :)
I got so excited about the mouse wheel weapon switch, been wanting to figure that out for ages. Guess I'll just have to give you more watch time.. not like you don't deserve it! Nice job man, thanks :D
Ducky! You're too kind... My girl has gone traveling indefinitely so I haven't been up to the task lately but I'm starting to feel a little better; I'm actually working on a weapon system for the FPS Series as we speak! Thank you so much, I won't be stopping... 🫶
@MizzoFrizzo that sucks. I hope all is well. I've actually been through something similar when mine went to Australia. But I can tell you that everything gets better and I've even forgiven you people. I've been going through it for the past couple of years and game development has really helped me. Your tutorials were no where close to the first I've gone through but are absolutely the first to make things make sense. So the odd 'super thanks' is an absolute bargain for the value.
Hey, I don't know how to thank you enough for this tutorials. I'm not a programmer, I know just a little bit about the logic (a bit o maxscript, a bit of phyton once), but I come from the 3D side (24 years so far) , I have been using unreal for 2 years now, learning as much as I can about blueprints, I make some VR things and that kind of experiences but wanted to learn about games, which is why I have started in the 3D in first place. I looked for a bunch of tutorials and curses and I couldn't find a straight forward path for a begginer, and with content to learn in the process til I found this. Your tutorials are simply SUPERLATIVE. I only have one question/request to make you if its possible and is how would you do to start with the weapons equipped rather than need to loot them in the beggining, I'm trying but with no succes yet. Thank you!!!!
@danielgiambattistelli7380 Sorry I'm very busy with work atm, but basically you'll need to run the custom events spawn primary weapon and spawn secondary weapon on the server and on all clients...
@@PitchforkAcademy The main thing is don't give up! Perhaps create some pages on other social networks to promote yourself, and if you’re lucky, you’ll be noticed on one of them. People need to know that your channel exists😊
@kit_ma. Haha actually my channel is crushing it. I'm currently getting 1k new subs every 28 days, and the growth is accelerating. I'm all good, I was just agreeing that it's weird this particular video hasn't gotten more attention. 😉
Love your content! This video was a lifesaver! I really like this system, but could you do a short follow up on this explaining how to have a primary and secondary weapon equipped by default?
if we have been following your other tutorial where you created the picking up of primary and secondary via the weapon comp master, how do we incorporate what we have already done in to this one? as you appear to be doing all the weapon swapping etc in the TPcharacter BP rather than weapon comp master. ultimately i wanted to create the holster system. primary / secondary / side arm. thanks
About 01:20:00 something broke. When i pick up the weapon, the char use the old animation, so the weapon just sway in the air. i have it set to the right bones but when the char aims the gun just stays at the old position. i watched this tutorial twice, just so i didnt miss anything. everything is exactly like you did. nothing ever works when i do it. its like it uses the "old" animation bones, and when i pick up the gun it just stays where his hands used to be. I have no idea how to fix this.
@@PitchforkAcademy All my variables in BP_ThirdPersonCharacter is replicated. If you did this in the video then so did i :) Whats the name of the variable? Thanks for the response. :)
Hello at minute 49 where we set up the weapon to spawn when we pick it up, how could i attach the component to an actor type of input? I have a thing that updates procedural data but it only accepts actor type of input not component. Any tips? Btw you're a very good teacher, was a blast to follow along.
@@daybydaylight712 yep, when you’d create the blueprint component, you right click -> blueprint class - > actor ( the first option) you will also need to change the variable types which specify bp weapon component master to your newly created actor instead
Just curious if you're using simple static mesh bp classes for the world items? Most devs I come across are spawning the full weapon class as pickups which crushes server & client memory. Better to have a simple BP with mesh, interaction collision, gameplay tags (interface) and a struct for skin data. Have the server destroy/spawn or pool manage as needed.
hey, another question. I have followed exactly as you but at 1 hour 35 min, where we set up the weapon switch, it doesnt replicate properly for me somewhy. Can using an actor instead of component cause issues related to this?
Hey. Thanks for the tutorial. One small query. How is this tutorial different from other weapons systems tutorials of yours? Is this the updated version?
Hey, how can I add like accessories to weapons, like my current rifle have the stock and the mags separated from the skeletal mesh. In a previous turorial you made for the weapon system that wasnt replicated i could just add them in the BP of the weapon directly, but in this one there is no "viewport" in the BP of the weapon. Do I need to create a variable "accessory" pointing to a socket in Weapon_Master?
Hey man, for some reason in the weapons pack content you linked the textures used for the guns you display are missing. Are you able to add these missing textures?
Hey there, I found your channel recently and have been loving the videos you have highlighting network replicated functionality. Is there a way to contact you about some issues I can't resolve regarding this particular video? Cheers
My friend, I got stuck on 42:15 on Spawn Primary Weapon where you dragged from Weapon To Spawn, in my case i dont have option to Add Component from Class, that I can connect to Weapon To Spawn... Any ideas where to look?
Hey! My weapons are separate static meshes(base, mag, slide, trigger, etc. that I attach in a blueprint for each gun. I see this uses a blueprint component which works because its a skeletal mesh. It is possible to still use this system with a BP of the weapon and not a BP Component of the weapon, but follow all the same logic? I tried static mesh component but it only allows for one mesh.
You could make static mesh components that are children of the base static mesh, or you could just make the base class a BP and instead "attach ACTOR to component"
@@PitchforkAcademy so with your last suggestion, I could attach a BP of the weapon and its parts, to an empty component with the same settings as your BP_WeaponComponentMaster? Sorry, just trying to wrap my head around this new territory haha
Are you able to address the left hand? How would you go about setting the left hand placement per gun? I have some hand sway going on and that left hand while lined up correctly when not moving, it does not follow the weapon when looking around.
hey there mizzo i had a question its a more complicated one but how would you go about combining this weapon system with an inventory system? (spatial based inventory to be precise) ive never done that in unreal and i really don't know where to start to combine the two would i just make the system as a child of my item class or would i want to call functions as needed, or would i skip the sections on the two weapon system and use my inventory system instead? im trying to make a system kind of like dayz if that helps
@@PitchforkAcademycompletely get it thank you for the quick response the way the inventory is set up is you have the item you pick up it goes to the inventory and you can drag and drop items around. each item has certain dimensions for fitting in the inventory say its a 7x7 grid and an ak is 6x2 it would take up that many slots of the inventory the ak item blueprint holds the information concerning the parts of the inventory around the ak. Im just wondering what the best ideas would be to integrate your weapon system into an inventory like if I should make the weapon master a child of my item bp so they all have the functionality of the inventory or if I should make them 2 different things and use an interface to change which one im using
@@PitchforkAcademy thank you mizzo if i get it figured out would you like the info on things needed to change for it to work with an inventory? potentially for a new tutorial in the future?
Now all I need to do is make a projectile spawn on fire, but I don't know how to attach it to the Blueprint component only a blueprint actor. Can someone enlighten me?
This tutorial is amazing it save my project lol keep it up but im wondering how to give each gun a damage type like if u pick a gun that shoot rapid and u pick another one that only shoot one shot at a time i wondering if i xan edit the fire mode in each of the wepon pick up to make diffrent fire mode when pick up weapon ?
If you wanted to have each gun have its own uniquely firing properties, you could do so by containing the firing logic inside the weapon component. Just create the 'fire' function inside weapon component master and call that function as part of your character's firing logic. 🙂
Make a boolean called canfire?, set it as false when you fire then put a delay before setting it as true again. Put a branch before your semi-auto logic with canfire? as the condition. Hope this helps.
I have an ammunition inventory tutorial with different ammo types, and if you wanted to add ammo-specific tracers would be easy using that system. 🙂 ua-cam.com/video/40kBSMxhvSs/v-deo.html
@@PitchforkAcademy i see thx for the answer even if this is kinda downputting cause i just investigated the other system and started to costumize it :D
How did you Learn all of this ???? I'm a Red Seal Journeyman Boilermaker so I Understand knowing a career. But definitely lots of technicalities. A whole matrix. Why I never took the plunge into the abyss of computers. Learning now tho.
Hi all, I'm stuck at 49:00 . Update: Enhanced input not working on server. FIXED: adding an Event Possessed node to cast to PlayerController in your Character BP fixed the issue.
I don't know what to tell you, other than you need to go back and find what you missed. As for the IK error, we didn't cover anything to do with IK in this tutorial..... Good luck!
@@PitchforkAcademy Oh wow , didnt expect such a quick reply , and one from you, Im sure youre a busy man, thanks so much. Will have to go back and see what i missed.
@@llamabro1979 if you are using a child character you need to add the Enhanced input activation nodes to it, for some reason it doesn’t activate off the parent blueprint, and if that doesn’t work add an “event possessed” node when casting the enhanced controls to character blueprint.
I had the exact same issue, ill tell you how I fixed it. In my player blueprint off of "event begin play" my "add mapping context" was referencing the wrong IMC, since I had multiple IMC's in my project. Your issue might be different but I hope this becomes helpful to someone.
The Military Weapons Dark and Military Weapons Silver asset packs are not available on Fab due to being long-abandoned by their creator. I have zipped a blank project with both weapons packs and uploaded it to Drive for use with my tutorials. Download it via the link below, extract the project and open it, select both weapons pack folders and right click then 'migrate' and select the 'content' folder of your project to add them and follow along. 🙂
drive.google.com/file/d/1mWnQoWsF15rccD63gwmpsxtZpn83B_2U/view?usp=sharing
For a limited time I'm offering lifetime access to my Discord server, Mizzo's Dizzo, to the first 150 people who make a one-time payment of $10USD! 🤯 Head over to my Patreon and jump on board:
www.patreon.com/MizzoFrizzo
hey there mizzo! i just finished this tutorial today and i gotta say this is great! i loved it and keep going man its these things that will make you rocket up to the sky the more you put work into this channel. u will be a life saver for lots of new devs!
Quick tip at 1:09. You can Get Equipped weapon > Get Attach Socket name > Get socket Location and plug it in Spawn transform Location on the ROS_Drop weapon. That way it drops from the exact socket location :)
@@HumiIiation I did not know you could do that! Thanks man that's an excellent tip...
I got so excited about the mouse wheel weapon switch, been wanting to figure that out for ages. Guess I'll just have to give you more watch time.. not like you don't deserve it! Nice job man, thanks :D
Never stop
Ducky! You're too kind... My girl has gone traveling indefinitely so I haven't been up to the task lately but I'm starting to feel a little better; I'm actually working on a weapon system for the FPS Series as we speak! Thank you so much, I won't be stopping... 🫶
@MizzoFrizzo that sucks. I hope all is well. I've actually been through something similar when mine went to Australia. But I can tell you that everything gets better and I've even forgiven you people.
I've been going through it for the past couple of years and game development has really helped me. Your tutorials were no where close to the first I've gone through but are absolutely the first to make things make sense. So the odd 'super thanks' is an absolute bargain for the value.
Hey, just want to comment that you got "se up" in your title and not"Setup". Awesome video by the way, super useful and easy to follow!
Hey, I don't know how to thank you enough for this tutorials. I'm not a programmer, I know just a little bit about the logic (a bit o maxscript, a bit of phyton once), but I come from the 3D side (24 years so far) , I have been using unreal for 2 years now, learning as much as I can about blueprints, I make some VR things and that kind of experiences but wanted to learn about games, which is why I have started in the 3D in first place. I looked for a bunch of tutorials and curses and I couldn't find a straight forward path for a begginer, and with content to learn in the process til I found this. Your tutorials are simply SUPERLATIVE. I only have one question/request to make you if its possible and is how would you do to start with the weapons equipped rather than need to loot them in the beggining, I'm trying but with no succes yet. Thank you!!!!
@danielgiambattistelli7380 Sorry I'm very busy with work atm, but basically you'll need to run the custom events spawn primary weapon and spawn secondary weapon on the server and on all clients...
This video is simply the best I've ever seen!
I don't understand why there are so few likes(
I thought it would get more attention too... Maybe I didn't use the right keywords. 😔
@@PitchforkAcademy The main thing is don't give up! Perhaps create some pages on other social networks to promote yourself, and if you’re lucky, you’ll be noticed on one of them. People need to know that your channel exists😊
@kit_ma. Haha actually my channel is crushing it. I'm currently getting 1k new subs every 28 days, and the growth is accelerating. I'm all good, I was just agreeing that it's weird this particular video hasn't gotten more attention. 😉
can i use this with first person? And also how can i add a key to drop the weapon?
Appreciate you sharing your knowledge. Thank you!
Love your content! This video was a lifesaver! I really like this system, but could you do a short follow up on this explaining how to have a primary and secondary weapon equipped by default?
I second this. PLEASE LORD MIZZO
Okay, will do. 🙂
This man is a godsent to his people
if we have been following your other tutorial where you created the picking up of primary and secondary via the weapon comp master, how do we incorporate what we have already done in to this one? as you appear to be doing all the weapon swapping etc in the TPcharacter BP rather than weapon comp master. ultimately i wanted to create the holster system. primary / secondary / side arm. thanks
This was so helpful, thank you a million times over!!
0:03 Ahah what's happening with second mannequin?:D his head went brrr
Yeah it's an issue with the replicated aim offset I'm currently trying to work out. 🤔
It's just a problem with the lower LODs of the mannequins, maybe skin weights. It can be solved by locking to LOD 0 or deleting the other LODs.
🎉😂❤ wow you the boss I recommend everyone watching your videos should watch all off them you learn so much
hey bro will u do multiplayer inventory system with that too
About 01:20:00 something broke. When i pick up the weapon, the char use the old animation, so the weapon just sway in the air. i have it set to the right bones but when the char aims the gun just stays at the old position. i watched this tutorial twice, just so i didnt miss anything. everything is exactly like you did. nothing ever works when i do it. its like it uses the "old" animation bones, and when i pick up the gun it just stays where his hands used to be. I have no idea how to fix this.
@@MrDrazeTV The variable that the blending is based on in your character BP has to be set to 'replicated' in the details panel
@@PitchforkAcademy All my variables in BP_ThirdPersonCharacter is replicated. If you did this in the video then so did i :) Whats the name of the variable? Thanks for the response. :)
@@PitchforkAcademy ua-cam.com/video/5lqEjx9u8Lo/v-deo.html
Hello at minute 49 where we set up the weapon to spawn when we pick it up, how could i attach the component to an actor type of input? I have a thing that updates procedural data but it only accepts actor type of input not component. Any tips? Btw you're a very good teacher, was a blast to follow along.
Maybe make Weapon Master an Actor instead of a component...
@@PitchforkAcademy That did it, thanks a bunch dude!
@@sisqobmx So basically just do the same as in tutorial but in place of component use Actor ???
@@daybydaylight712 yep, when you’d create the blueprint component, you right click -> blueprint class - > actor ( the first option) you will also need to change the variable types which specify bp weapon component master to your newly created actor instead
@@sisqobmx maybe you can share a screenshot example? Would be greatful
Just curious if you're using simple static mesh bp classes for the world items? Most devs I come across are spawning the full weapon class as pickups which crushes server & client memory.
Better to have a simple BP with mesh, interaction collision, gameplay tags (interface) and a struct for skin data. Have the server destroy/spawn or pool manage as needed.
Yes static mesh pickups.
You are far to kind man. Appreciated.
hey, another question. I have followed exactly as you but at 1 hour 35 min, where we set up the weapon switch, it doesnt replicate properly for me somewhy. Can using an actor instead of component cause issues related to this?
How would i fix my weapons sliding out of the socket when moving around
I've never encountered that...
@@PitchforkAcademy i have my character retargeted as a metahuman could that cause the issue you think?
@@primalmc Yes. You should instead follow my video on setting the metahuman up without live retarget:
ua-cam.com/video/-tMxadBifpM/v-deo.html 🙂
Great tutorial thanks
Hey. Thanks for the tutorial. One small query. How is this tutorial different from other weapons systems tutorials of yours? Is this the updated version?
This one's replicated
Hey, how can I add like accessories to weapons, like my current rifle have the stock and the mags separated from the skeletal mesh. In a previous turorial you made for the weapon system that wasnt replicated i could just add them in the BP of the weapon directly, but in this one there is no "viewport" in the BP of the weapon. Do I need to create a variable "accessory" pointing to a socket in Weapon_Master?
Yep, exactly. 🙂
Hey man, for some reason in the weapons pack content you linked the textures used for the guns you display are missing. Are you able to add these missing textures?
Most of the textures are missing actually including the muzzle flash ect
Yeah and most the animation lost there skeletal meshs..
hi was wondering if you where also going to add an online multiplayer tutorial ?
Maybe one day. ✌️
thank you very much@@PitchforkAcademy
Hey there, I found your channel recently and have been loving the videos you have highlighting network replicated functionality. Is there a way to contact you about some issues I can't resolve regarding this particular video? Cheers
My friend, I got stuck on 42:15 on Spawn Primary Weapon where you dragged from Weapon To Spawn, in my case i dont have option to Add Component from Class, that I can connect to Weapon To Spawn... Any ideas where to look?
EDIT: It was because I used Weapon Master blueprint from previous videos and that was not Skeletal Mesh Component Blueprint!
Would there be a way to use another input "g key" to drop a weapon rather than only dropping when you pickup a new weapon?
Of course
Mizzo can i add another gun slot?
Hey! My weapons are separate static meshes(base, mag, slide, trigger, etc. that I attach in a blueprint for each gun. I see this uses a blueprint component which works because its a skeletal mesh. It is possible to still use this system with a BP of the weapon and not a BP Component of the weapon, but follow all the same logic? I tried static mesh component but it only allows for one mesh.
FYI it did work with your other simulated physics weapon tutorial which is pretty cool :)
You could make static mesh components that are children of the base static mesh, or you could just make the base class a BP and instead "attach ACTOR to component"
@@PitchforkAcademy so with your last suggestion, I could attach a BP of the weapon and its parts, to an empty component with the same settings as your BP_WeaponComponentMaster? Sorry, just trying to wrap my head around this new territory haha
@@Vylocity It should do, but that's really up to you to find out. Good luck! 🙂
Are you able to address the left hand? How would you go about setting the left hand placement per gun? I have some hand sway going on and that left hand while lined up correctly when not moving, it does not follow the weapon when looking around.
ua-cam.com/video/hNL3ELCMn80/v-deo.html
hey there mizzo i had a question its a more complicated one but how would you go about combining this weapon system with an inventory system? (spatial based inventory to be precise) ive never done that in unreal and i really don't know where to start to combine the two would i just make the system as a child of my item class or would i want to call functions as needed, or would i skip the sections on the two weapon system and use my inventory system instead? im trying to make a system kind of like dayz if that helps
It depends how you set up your inventory system. I can't help you I've never played Day Z.
@@PitchforkAcademycompletely get it thank you for the quick response the way the inventory is set up is you have the item you pick up it goes to the inventory and you can drag and drop items around. each item has certain dimensions for fitting in the inventory say its a 7x7 grid and an ak is 6x2 it would take up that many slots of the inventory the ak item blueprint holds the information concerning the parts of the inventory around the ak. Im just wondering what the best ideas would be to integrate your weapon system into an inventory like if I should make the weapon master a child of my item bp so they all have the functionality of the inventory or if I should make them 2 different things and use an interface to change which one im using
@unjustifiedexistence9369 Yeah that's up to you, my man. Good luck!
@@PitchforkAcademy thank you mizzo if i get it figured out would you like the info on things needed to change for it to work with an inventory? potentially for a new tutorial in the future?
@a1zombieslayer148 If it's an elegant solution I could be interested, sure.
yo mizzo if i wanna use a diifrent mesh for the gun how do i make the animations work
@@machloof A different mesh will require its own animations.
Amazing ! Thanks
Now all I need to do is make a projectile spawn on fire, but I don't know how to attach it to the Blueprint component only a blueprint actor.
Can someone enlighten me?
This tutorial is amazing it save my project lol keep it up but im wondering how to give each gun a damage type like if u pick a gun that shoot rapid and u pick another one that only shoot one shot at a time i wondering if i xan edit the fire mode in each of the wepon pick up to make diffrent fire mode when pick up weapon ?
If you wanted to have each gun have its own uniquely firing properties, you could do so by containing the firing logic inside the weapon component. Just create the 'fire' function inside weapon component master and call that function as part of your character's firing logic. 🙂
@@PitchforkAcademy ohhhhh ok i will try it thank
@@PitchforkAcademy update it seem to work each weaon fire diffrent thing now but it cause alot of error when i try to replicate it
Hey is This System Compatable With ALS system as you know most of the Animation in it as Replicated just Need The weapon System
The theory is applicable, but you would need to make it work.
I'm stuck trying to fire a sniper then switching to my assault. I only have the one firing logic, etc
Make a boolean called canfire?, set it as false when you fire then put a delay before setting it as true again. Put a branch before your semi-auto logic with canfire? as the condition. Hope this helps.
I have a problem when I try to holster the pisto it appears at my characters feet even when I delete the shocker help plz
You just need to go back and find what you messed up...
Hi, Do you have a tutorial that adds ammo clips as pickups with specific tracers for that ammo and damage?
I have an ammunition inventory tutorial with different ammo types, and if you wanted to add ammo-specific tracers would be easy using that system. 🙂
ua-cam.com/video/40kBSMxhvSs/v-deo.html
@@PitchforkAcademy great, thanks you
hi i want to add a sniper with the AR and pistol how can i do that?
how can i add more weapons instead of 2
@@xmatrixtv1 You'd probably want to use an array.
How can I use it?
@@xmatrixtv1 That's a big question. Short answer: youtube it. Good luck!
Heyho whats the reason ur this time using a skelemesh component actor instead of an full actor for the weaponmaster?
It's more efficient and cleaner...
@@PitchforkAcademy i see thx for the answer even if this is kinda downputting cause i just investigated the other system and started to costumize it :D
@@DanielsChannelNo2 Downputting??
@@PitchforkAcademy yes now i gotta start again from scratch for the replicated version ,but im nrly thru now (with some hickups) as we talk :D
How did you Learn all of this ???? I'm a Red Seal Journeyman Boilermaker so I Understand knowing a career. But definitely lots of technicalities. A whole matrix. Why I never took the plunge into the abyss of computers. Learning now tho.
I just started learning from youtube tutorials in my spare time about 18 months ago. 🫠
does it have to be multiplayer
Of course not...
Wowww!great!i'm just loosing my self with replicated,expose on spawn,ROS and multicast.I've to work on it😅😅
Hi all, I'm stuck at 49:00 .
Update:
Enhanced input not working on server.
FIXED: adding an Event Possessed node to cast to PlayerController in your Character BP fixed the issue.
I don't know what to tell you, other than you need to go back and find what you missed. As for the IK error, we didn't cover anything to do with IK in this tutorial..... Good luck!
@@PitchforkAcademy Oh wow , didnt expect such a quick reply , and one from you, Im sure youre a busy man, thanks so much.
Will have to go back and see what i missed.
ho\/\/ do you fix it
edit: the problem i am having is that the character is not picking up the gun at this part in the video 49:00
@@llamabro1979 if you are using a child character you need to add the Enhanced input activation nodes to it, for some reason it doesn’t activate off the parent blueprint, and if that doesn’t work add an “event possessed” node when casting the enhanced controls to character blueprint.
I had the exact same issue, ill tell you how I fixed it. In my player blueprint off of "event begin play" my "add mapping context" was referencing the wrong IMC, since I had multiple IMC's in my project. Your issue might be different but I hope this becomes helpful to someone.
hey man u doing Great can you make Mirrors edge game like Parkour system (wall running vaulting types climbing zipline and speed boost )
What you're asking for is basically an entire gameplay prototype for a game, so no. I make basic beginner's tutorials. ✌️
@@PitchforkAcademy ohh allright just vaulting maybe just wanna learn fps games and mixing parkour just looking great
I'm having a hard time on anyone with a video where you can have multiple guns. With different damages and styles.
u should perhaps go for Gdr multiplayer tutorial series