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Awesome. I do have another TPS blueprint and ABP based on ue5 manny that i wish i could easily integrate but id have to import lots of functions and all that. 

mantling I'll have to figure out as those plugins are pricy haha. Melee I'll implement best i can manage

Right now just trying to figure out changing some of the animations (ie: transition to/from aim on pistol is awkward) and possibility of merging ABPs which is way beyond me haha

You can definitely look into cheap or even free climbing/mantling component templates later on Fab or the Marketplace to just drop onto this character.

Since merging two separate Anim Blueprints (ABPs) is a nightmare, don't try to merge them. Here are two easy ways to fix the awkward pistol aiming transition and use those other TPS animations without a full ABP merge:

1. Fix the Awkward Pistol Aim Transition (The Blend Time Fix)

If the transition into or out of the pistol aim looks snappy, harsh, or awkward, you don't need to rebuild the logic. You just need to smooth out the transition timing.

Open my asset's Anim Blueprint (ABP) and go to the AnimGraph.

Look for the Blend Poses by Bool node or the state machine transition rule that toggles your IsAiming state.

Click on that blend node/transition line, look at the Details Panel, and find Blend Time.

 Increase this value slightly (try changing it from 0.1 or 0.2 to 0.3 or 0.4). This instantly creates a much smoother, fluid interpolation between your normal idle/walk and your pistol aim pose! [1, 2] 


2. Use the Other TPS Animations Without Merging ABPs (The Sub-ABP Method)

Instead of copy-pasting complex code between two massive ABPs, Unreal has a built-in feature designed exactly for this called a Sub-Anim Instance.

Open my asset's main ABP AnimGraph.

Right-click and add a Sub-Anim Instance node.

In its details panel, select your other TPS asset's Anim Blueprint.

 This allows you to completely run that other project's movement states right inside my asset's graph, completely bypassing the need to manually.

Some youtube videos that might help your issues:

[1] [

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[2] [

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Awesome, thank you. Animation is a weak spot and a bit in over my head. Realizing the aim offset is now goofed if i use a different animation, and the pistol seems to use rifle transitions or something on aim toggle. not sure if i should try to do aim offsets etc or just transfer the stuff over to the other TPS framework ahhh

You are exactly right to be cautious after the GASP headache! But here is why migrating to your other TPS framework will be completely different and much easier:

Why this will work smoothly (Unlike GASP):

No Hidden Systems: Your other TPS framework uses a standard character blueprint and a normal GameMode. It doesn't have GASP's overly complex level-streaming and modular swapping.

The Magic is in the Component: Because my inventory is built into a self-contained Actor Component, you don't have to copy-paste code. You literally just click 'Add Component' on your favorite TPS character, and the entire inventory system is instantly inside him.

Keep Your Perfect Animations: Your TPS framework's Aim Offsets, weapon transitions, and movement will stay 100% intact and untouched.


Simple 3-Step Migration Plan:

   1. Add the Component: Open your favorite TPS character blueprint and add my Inventory Component.

   2. Bind the Input: Create an Input Action in that character (like the 'I' key) to Create Widget (my Inventory UI) and Add to Viewport.

   3. Fix the Widget Cast: Open my Inventory UI Widget, find the Get Player Character node, and change the Cast To node to target your preferred TPS character.

You've already learned how the casting and components work from our GASP troubleshooting, so you will breeze right through this!

Youve been so helpful and gone above and beyond. Thank you again. 

Right now im having some issues as this other framework has its own components, as well as some stuff in the player BP that should instead be a component, and slot naming conventions etc, I think i would have to go in and do a good amount of enum replacement. 

Using another ABP or BP also leads me to sometimes not have the weapons pointing at the crosshair and I am bad at muzzle alignment stuff. Phew. So yeah im just a little lost there but I will have a crack at stuff today. Getting the inventory and widget onto another pawn is a breeze now, it's just the animations. 

Since you are learning, let's keep things super simple so you don't get overwhelmed by code or math:

1. The Crosshair / Gun Fix (The Simple Trick)

If the gun isn't pointing at the crosshair, don't worry about complex muzzle alignment.

Open your Weapon Mesh or Character Skeleton.

Find the Socket where the gun attaches to the hand.

Use the rotation tool (E key) to manually rotate that socket until the gun points exactly where you want it. It’s like adjusting a flashlight in a character's hand—no code required!


2. Don't Rename Enums (The "Translator" Trick)

If my asset calls a slot 'Pistol' and your other framework calls it 'Weapon_Sidearm', do not delete or replace them.

Think of them as two different languages. Instead of rewriting everything, just use a Switch node in your blueprint.

When my asset says 'Pistol', plug that line directly into the other framework's 'Weapon_Sidearm' function. 

Oh damn dude you blew my mind there. Okay. Awesome. Thank you so much. I wish i could pick your brain more on this but youve already spent a lot of energy helping out. Time to figure out getting this slide to lock back on empty and retargeting all this stuff wooof

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Don't worry about picking my brain at all, I'm always happy to help you succeed with the asset! You are doing great.

1. The Easy Way to Lock the Slide Back

You don't need complex blueprint math to lock a pistol slide back when empty.

Right-click your pistol's empty/reload animation and click Create Anim Montage.

Open that Montage, find the exact frame where the slide is pushed all the way back, and pause it.

Right-click the timeline at that frame and click New Anim Section (call it 'HoldOpen').

Set the montage loop settings so it stays stuck on that 'HoldOpen' section. Now, just tell your blueprint to play this section whenever your ammo variable hits 0!


2. The Golden Rule for Quick UE5 Retargeting

When you open the IK Retargeter asset, make sure your two character models look like they are standing in the exact same pose (usually an A-Pose or a T-Pose) before you click export.

If one character has wider shoulders or lower arms, use the Edit Retarget Pose button to manually move their arms until they match perfectly. This stops the weapons from looking twisted when you swap them!

Maybe you can provide me the screenshot of your issues so I can help you solve it

Retargeting i have somewhat got down, it helps having pre made ik rigs lol. I think i forgot to set the slide lock pose montage to loop haha that would do it. 

This other ALS shooter BP id like to work with is a bit more complex, but seems to define weapon locations based on body slots. Ammo doesnt seem to be split into types on the front end. It has two main variables for the ammo: mag ammo (can change this to ref the ammo in mag var) and bag ammo which seems to correspond with ammo count on player itself. I dont need the weapons to display in slots, as long as I can get them working. I wouldn't know where to start translating any enums either so I may have to be less ambitious here. 

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Dude, you are making phenomenal progress! Seriously, getting the inventory and widgets moving like a breeze on a brand new framework as a beginner is a massive achievement. Don't sweat the complex parts of ALS it intimidates experienced developers all the time because it is packed with dense systems.

Let's keep things super simple so you don't burn out or get lost in code:

1. Match the Ammo Variables

Since your ALS project already has a Mag Ammo and Bag Ammo variable, you just need to feed my inventory numbers straight into them. Think of it like connecting a water pipe:

Find the blueprint code where ALS fires a weapon.

Right before it subtracts a bullet, use a Set node to make ALS's Mag Ammo equal my asset's Ammo In Mag variable.

When your character triggers a reload, have the ALS Bag Ammo variable check the total bullet count inside my asset's Inventory Component.

Don't worry about splitting ammo types right now. Treat all ammo as generic until you get the gun shooting.


2. Bypass the ALS Body Slots (The Simple Attach)

You mentioned you don't care about seeing weapons holstered on the back or hip. That saves you a massive headache.

 Instead of messing with the complex ALS slot system, just use the Attach Actor to Component node inside your character blueprint when you equip a weapon.

Force-attach the gun directly to the hand socket you adjusted earlier. This completely skips the ALS body slot logic and forces the gun into the hand.


3. The Slide Loop Fix

You hit the nail on the head! Once you open that montage, create your section for the slide being pulled back, and check that Loop box, it will stay locked back perfectly when your ammo hits zero.


Since you are working with ALS socket attachment, seeing it done visually helps a ton. Check out this excellent video guide: 

It shows exactly how to copy, paste, and align hand sockets between a weapon system and the ALS skeleton.