FPS Animation Blueprint - Patch Notes
version 2.1.1 - 19 December 2022
NEW
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Add support for both static and skeletal meshes for all attachment types
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Previously this was only supported on sights attachments
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Replaced individual Get X Mesh functions for each attachment with a single parent function for all attachment types with improved component validation
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Added new override function for attachments to retrieve a special socket name to be paired with the attachment mesh
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This includes the muzzle's Bullet Spawn Point and the sights' Crosshair Alignment Point
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Added a Control Rig for the character mesh that can be used in Sequencer (UE5 only)
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Added a new function to apply different projectile impact decals and sound effects based on the Physical Material of the hit surface
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Added dynamic spawning of the MenuPawn when the Inventory Menu is opened and closed
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This prevents the need to manually place the MenuPawn in the level, and improves gameplay performance
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A safe spawn location vector will need to be chosen in W_InventoryMenu that suits your level so that the MenuPawn spawns out of the way and free of obstacles
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Added the option to scale attachments based on weapon type
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These are set in the attachment's Data Asset per weapon type
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Any weapon type not included will default to 1,1,1
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ADJUSTMENTS
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Updated the collision settings for the targets in the target range
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Updated the collision settings for the Pawn and CharacterMesh channels
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Removed several unused files and blueprint code throughout the asset
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Tweaked the Fire Jitter settings for all weapons for a more dynamic feel while firing
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Changed projectile logic for better control over collision, gravity and in future, penetration
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Made some changes to the camera recoil on weapon fire to improve the feel of the pitch return if the player is moving the camera
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Adjusted Default Grenade collision size and bounce behaviour
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Adjusted the sightsCenter location on the Pistol mesh
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Updated BP_Footstep_Notify with the new method of selecting sounds via Physical Material
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Updated some projectile settings to suit the new projectile logic
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FIXES
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Fixed an issue where static meshes on sights attachments failed to be set correctly
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Fixed an issue where the error from an invalid static attachment mesh failed to retrieve the static mesh name
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Fixed an issue where projectiles would fail to collide with actor components with the Pawn collision channel, such as enemies
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Fixed an issue with decal application on skeletal meshes by hooking up the Hit Bone Name from the Impact Result to the AttachPointName when spawning the decal
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Added example Physical Materials to Project Settings, preventing the footstep AnimNotify from producing a warning about missing Physical Materials
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These are Default, Concrete, Metal and Rubber
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Fixed an issue in UE 5.1 that caused W_SettingsMenu to need to be recompiled each time the project is opened
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Fixed an issue where the ammo spawner failed to spawn any ammo in UE 5.1
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The Asset Registry getter functions have been updated in UE 5.1 with different inputs, causing the function that retrieved the ammo Data Assets to return an empty array
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A new method of selecting a random ammo type has been implemented
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Fixed an issue where weapons would sometimes fail to play the correct fire sound when a silencer attachment was re-equipped
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Fixed an issue where the included Physical Materials were set the to incorrect Surface Types
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Fixed an issue where the IsMeleeing check would always return false while unarmed
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Fixed an issue where opening a fresh copy of the project in UE4 would create a 2.0 project rather than 2.1
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This was an error in the approval process, and is fixed by the submission of this update
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version 2.1 - 8 DECEMBER 2022
NEW
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Improved memory management and blueprint memory footprints by changing various audio and animation references in structs and Data Assets to Soft Object References
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Assets are now loaded only when needed, rather than being loaded at all times on open/startup
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New bullet tracer Niagara emitters for hitscan and projectile rounds
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Cleaner appearance and more accurate visual collision
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Added support for animations made with ik_hand_gun attached to hand_r without any fixing or manual work required
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As most animations from external sources such as the Marketplace are made like this, this should greatly improve the workflow for adding animations not made specifically for this asset
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Added support for sockets as the Weapon Attach Socket that are offset from the parent bone
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Currently ik_hand_gun is still recommended as the socket's parent bone in order for ADS and Lags/Leans/Sways (LLS) systems to function correctly
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Added support for weapon meshes with root bones that are not at 0,0,0
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This is a rare issue, but one I have encountered with some weapons on the marketplace. Animations and ADS should now work with these out of the box
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Added support for sights with different rotations
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The weapon and hands now rotate/tilt to align the sights location and rotation to the crosshair
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Added support for static meshes in Sights Attachments
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Now either static or skeletal meshes may be used, with skeletal meshes being given priority
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Changed the character's spine rotation from a math based procedural solution to an AimOffset
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This makes it easier to use and potentially easier to replicate, and may open the door to selecting multiple spine poses based on movement state in a future update
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Rewritten Turn in Place system for much better and more consistent turn behaviour
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Added Foot IK for reactive foot placement on uneven or sloped surfaces (UE5 version only)
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Added a basic system for detecting the physical surface the player is stepping on to play different footstep sounds
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ADJUSTMENTS
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Changed Projectile collision profile from block to overlap other projectiles for increased flexibility in handling cross projectile collision
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Changed PrintErrorMessage to DisplayErrorMessage to prevent it from taking priority over PrintString when searching the Action menu
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Removed AnimationData from ST_GunData, and added it to FPS_PDA_GunBase instead
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Removed DefaultMagazineAttachment variable for better clarity regarding default attachment settings
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FPS_PDA_GunBase's Attachments struct variable has been renamed DefaultAttachments, and should be used instead
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Any attachment slot may now have a default attachment specified and retrieved via the GetDefaultGunData function
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Added a scalar to the procedural forward lean while moving so it falls off as the player looks further up/down to prevent strange or uninintended spine rotation
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Sped up the camera FOV change when sprinting to make it feel more impactful, and added a variable to adjust it more easily
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Added an easy to find variable for the maximum number of jumps the player can perform
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FIXES
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Fixed typos found throughout the project
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Fixed the CameraAnimationMesh's relative location vector not being rotated to account for its relative rotation when getting the camera offset from the head bone for the weapon position adjustment transform
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Added check for current Ammo Type and Active Equipped Weapon validity in ReceiveAmmo for the HUD update function to prevent null pointers and unnecessary update calls for non-active weapons
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Changed the player character's Capsule Component's collision to ignore projectiles to prevent unintended collision with their own bullets/grenades, and for more accurate collision from enemy projectiles using the character skeletal mesh
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Fixed an issue that would allow disallowed attachments to be equipped on weapons in certain circumstances. Applied the fixed function where necessary to the weapon and pickup classes
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Fixed an issue where loading the weapon inventory from a save file would cause incorrect shadow settings on weapon meshes
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Fixed an issue where weapons with staged reloads and unlimited reserves reloaded the full amount all at once
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Added attenuation to the hitscan ImpactSound so the audio falls off correctly over distance
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Added a blocking hit check to ShootTrace to prevent erroneous decals/sounds when a hitscan shot didn't hit an object
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Removed a duplicate DropOffCurve variable in FPS_PDA_GunBase
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Fixed the incorrect rotation of the sightsCenter socket on the Rifle mesh that became a problem now that sights rotation is factored into the ADS position calculation
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Fixed an issue where bullet impact decals would fail to show in certain situations, and increased their fade distance
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Removed some unneeded files, variables and functions throughout the project
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Some performance optimisations have been made in a few functions
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version 2.0.1 - 5 May 2022
Additions
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Added a brand new map built for UE5 with a refreshed design and vastly improved visuals
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Lumen, Nanite, and Virtual Shadow maps are now all enabled by default in project settings
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Some basic environmental effects have been added, as well as a switch to change the indoor room theme, just for fun
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Preliminary work has been done prepare for the addition of out of the box support for the new Manny and Quinn mannequins. A complete implementation will come in a later update.
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Gave the UE4 map a slight visual update, with improved lighting and some updated materials
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Added Muzzle Flash particle, Unlimited Magazine and Unlimited Reserves options to the Gun Data Asset with respective functionality
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Added an option to the Attachment Data Asset to set the Scale Rule while attaching to the weapon mesh
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Added a new Shooting Range actor that automatically populates the specified volume with a chosen arrangement of targets
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Adjusted pistol and rifle accuracy
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Fixes
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Adjusted blend sample positions in the body walk/run blend space to eliminate some weird blends
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Fixed an issue where weapons with staged reloads could interrupt a reload by firing while the magazine was empty
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Fixed an issue where the movement additives were playing over the melee and grenade throw montages while unarmed, resulting in odd left arm movement
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Fixed an issue where no ledge climb animation played on the arms while unarmed
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Fixed incorrect base pose references in some additive animations
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Fixed an issue where the default ammo reserves on a new game was not being set correctly
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Removed some unused animation poses
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Fixed the BodyWalk_BR animation with mistimed foot rotation
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Fixed an issue where projectiles not spawned from a weapon were trying to access a weapon Data Asset
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Added missing footstep notifies to diagonal body walk/run cycles
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Fixed a typo
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