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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 1.0.1 Patch Notes and Overview Video Sticky

A topic by Heavy Diesel Softworks created Apr 15, 2017 Views: 307
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Developer

Overview Video


Weapon Master VR 1.0.1 Patch Notes


VR_Character

  • Now extends from motioncontrollerpawn in Epic VR Template
  • Now has 4 movement modes (Teleport, Simple Move, Directional Move, Directional Teleport)
  • Supports Left and Right handedness
  • Main Hand variable sets what the main hand is. Main hands are defined as the hands that can hold weapons that use the trackpad. Off hands are hands that can do movement.
  • bUseDynamicMainHand will allow the player to dynamically change which hand is the main hand based on what hand they pick up a weapon with. Note: This feature currently doesn't work when unholstering but will in 1.0.2.
  • MovementModes array is where you set the desired movement modes for the character. MovementMode variable is the starting mode and the current mode.
  • All button logic is passed onto the VR_CharacterHand blueprint to handle (Two of these are spawned at begin play.
  • VR_Character overrides motioncontrollerpawn's begin play but sets things up almost identically.
  • Player data hand now dynamically attaches itself to the current off hand.
  • New Functions: InitializeUI, SetPlayerDataHand, ChangeMovementMode, InitializeMovementMode, SetMainHand, GetOffHand.
  • New Variables: RightHand, LeftHand, MovementMode, MovementModes, MainHand, bUseDynamicMainHand, DoubleButtonToDrop, PlayerDataLeftHandAdjustTransform, PlayerDataRighthandAdjustTransform, 9mm_Ammo, Max9mm_Ammo, 762x39_Ammo, Max762x39_Ammo, 50cal_Ammo, Max50cal_Ammo, 40cal_Ammo, Max40cal_Ammo, 338L_Ammo, Max338L_Ammo, 300B_Ammo, Max300B_Ammo, 38_Ammo, Max38_Ammo


VR_CharacterHand

  • Extends from BP_MotionController
  • Handles all input calls to weapon master objects and VR_Template Objects
  • Overrides GrabActor, ReleaseActor functions of BP_MotionController
  • Overrides ActivateTeleportation function of BP_MotionController
  • Uses its own Rumble Functions that are based on the functions in BP_MotionController.
  • Two of these are spawned on Begin Play
  • Weapons you pick up are attached to the scene component Attach Point.
  • Trigger is now the pickup button Note: In the future I will add the option to have grab be the pickup button again.

BP_PhysicalMagazineFirearm and BP_SimpleFirearm

  • Simplified stabilization logic that now should keep from unwanted stabilization events being called.
  • Added in an AttachmentMode (Main hand menu button) that will allow you to remove attachments. Note: Attachments cannot be removed if attachment mode is not on.
  • SideAttachment Illumination On/Off is now triggered by the right track pad button on the main hand.
  • Added in a lot of rumble events. Please tell me if you like them or not.
  • New Functions: CheckForAttachment, SetAttachmentZoneVisibility, ShowAllAttachmentZones
  • New Variables: bDetatchmentModeOn, HandInteractionIntensity, HandInteractionDuration, WeaponInteractionIntensity, WeaponInteractionDuration, WeaponFireIntensity,WeaponFireDuration,WeaponReloadIntensity, WeaponReloadDuration.


BP_Attachment

  • Attached to hand event logic
  • New Function: CheckOppositeHandForWeapon

BP_BowWeapon

  • Rumble added to the bow string
  • New Event: Rumble Timer
  • New Variables: MaxPullIntensity, FireIntensity, FireDuration, MaxPullDuration.



BP_MeleeAI_Character (Name Changed)

  • under AI SetupVariable Group Added AIMesh and AI_AnimBlueprint variables. Note: These are part of an engine bug workaround that deletes mesh variables every time the engine is started. Hopefully this is fixed soon and this workaround can be removed.
  • Set AIMesh to the desired mesh for AI
  • Set AI_AnimBlueprint to the desired animation blueprint for the AI


BP_MotionController

  • In order to get teleport to work correctly I had to bypass the navmesh part of the Trace Teleport Distance Function and set the return value bool to return node success.
  • Create downward vector set to -2000 instead of -200 to properly find floor when hitting a wall
  • Both changes are easily reverted, if you need to know how please ask.





Version 1.0.2 is up next, and will include some cleanup that epic wants us to do before market place release along with a few new features, and whatever fixes come up. I will talk about this more in the near future. Tutorials will also start to pop up on our youtube channel over the next week so stay tuned. Please remember to give as much feedback as possible!


After 1.0.2 is finished, and Epic accepts it, we will start on the big 1.1 update that will include new features including bolt action weapons, advanced scopes, red dot sights, more attachments, attachments affecting weapon stats, simple firearm improvements and more.