Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Weapon Master VR (UE4)

Weapon Master VR is a comprehensive weapon, pickup, and locomotion UE4 blueprint system for the HTC Vive. · By Heavy Diesel Softworks

VErsion 1.0.2 Patch Notes Sticky

A topic by Heavy Diesel Softworks created May 05, 2017 Views: 538 Replies: 1
Viewing posts 1 to 2
Developer

Version 1.0.2


Bug Fixes:

  • Firearms will no longer continue firing after being dropped.
  • You can no longer have two ironsights on simple weapons. (Cuz that is OP!)
  • Collision channels streamlined and re-purposed.
  • Fixed bug where the arc of the teleport would disappear
  • Melee weapons should more reliably do damage when stabbing



New Features


  • In game Menu (BP_InGameMenu): press menu button on your off hand to open the menu. You can set Movement mode, Main Hand, Show FPS, Double Tap To Drop, and Dynamic Main Hand in the menu.
  • The In Game Menu saves your options and loads them every time you start playing.
  • Knife melee weapon added
  • AI Can now support death animations and turn off Ragdoll.


New Level

  • New Tutorial level added with some explanation of the features of weapon master vr.


BP_MotionController

  • Due to problems with epic's teleportation and our zombie level I have further expanded upon the teleportation logic. If you want to use epic's navigation based teleportation in its stock state you need to set bUseOriginalTeleportation to true in the Movement section of BP_VRCharacter variables.

BP_VRCharacter

  • New functions: LoadVariables, SaveVariables, SetVariables, StartInGameMenu, StopInGameMenu
  • New Variable: bUseOriginalTeleportation- Set to true to use default epic's teleportation.


BP_MeleeWeapon

  • Melee weapons can now have two grip rotations.
  • Melee weapons can now be holstered.
  • New Variables: bUseSecondaryHold, SecondaryHoldTransform, Holster Sound
  • New Functions: AttachToHolster, DetachFromHolster, SwapHoldType


BP_MeleeAI_Character

  • new bool variables that will help you handle characters dying with animations
  • bUseDeathAnimation: true if you want to use a death animation
  • bUseRagdollDuringDeathAnimation: true if you want to use a ragdoll at some point in the death animation. Note: You will have to call PointDamageRagdoll, or RadialDamageRagdoll, events from notifies in your animation to get this to work right.
  • BapplyImpulseOnDeath: Whether or not you want to apply force on a character upon death.


New Blueprints

  • BP_Console: Used for setting up the demo room consoles.
  • BP_InGameMenu: In conjunction with new Wiget Blueprint WB_InGameMenu the in game menu functions!
  • BP_WMSave: Save state blueprint used for saving and loading options in the menu.
  • Struct_PlayerOptions: Easy way to organize options for passing to other blueprints.


Other Changes

  • At metric ton of work has gone into commenting and organizing weapon master for sale on the Market Place. Everything should follow a fairly obvious naming scheme which should be great for those of you using source control!

Great to see this released! I'll be messing around with it soon :)