This week was continuing on the unreal fundamental tasks with fixing what was continuing on from last week in which I have implemented a new input for the player (A dash instead of the unimplemented sprint mechanic from before), I got the gun working (although not fully complete as the bullets don’t get destroyed when colliding with an object) and tried to fix the fireball spell although it’s still not working.

This gif shows the dash mechanic where when the shift key is pressed the player is launched with a short cooldown. In this I jump then use the dash to cross the gap as jumping greatly improves the momentum of the launch.

This is the blueprint for the dash mechanic in which when the dash key is pressed (shift) it launches the player with the players forward vector * 500. Then there’s a short delay where it then launches the player with the up vector * 100. then finally adding a short delay before then resetting the do once to reset the dash ability. This has to different launch characters with a tiny delay to have the effect of a more diagonal forward as otherwise it would be harder to get that angle with just one launch character.
Note: I did follow this tutorial when making the dash mechanic: https://www.youtube.com/watch?v=Ok-Sb_NxZlw

This gif shows the gun working in gameplay and also shows some of the problems including the bullets not being destroyed when hitting an object (can be seen just going through the platform) and them opening doors when they collide (which is as the door open when any actor collides with it as the bullet is an actor the door opens).

This is the blueprint in player for equipping the gun in which when the equip key is pressed (‘E’ same as with the key) then it if the valid gun ref (when the player is overlapping the gun it sends a reference to it to the player) then it equips the gun.

This is the blueprint in the gun for when the player is overlapping the gun to cast the reference of itself to the player.

This is the blueprint of the equip event in the gun when the equip key is pressed and the players overlapping the key. In this it attaches the gun actor to a socket on the player model and creates a bind event to an event called on fire in the player.

This is the blueprint in player related to the call on fire event mentioned above in which when the shoot button is pressed (left click) the gun shoots a bullet.

This is the blueprint for firing the gun from the call on fire event. This spawns a bullet by getting the skeletal mesh location of the ammo socket of the gun then adding that to the rotate vector of the projectile offset (X:100 Y:0 Z: -10) and the camera rotation. Putting the result of that addition in a transform location with the camera rotation (used previously) with a scale of 1 on all axis returning this value in the spawn transform of the bullet.

This is the blueprint of the bullet which is supposed to when the bullet hits another actor destroy the bullet which as previously mentioned doesn’t work correctly so will likely change later to fix the issue.



All the above blueprints are all related to the fireball spell in which I still have not got working although as can be seen since last week it was changed however it still does not work so I will continue to not explain how it works until the working version as it’s most likely to change rather drastically anyway.