Slight Changes to my procedural recoil system and overall weapon handling in my project
https://www.youtube.com/watch?v=SWcBM7R4ZvQ
https://youtu.be/Sm26uShmReQ
#Unreal Engine 5 Tactical Shooter
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AI Features as of 29/12/22
- Idle behavior
- Random roaming behavior
- Detailed patrol system that has the AI follow a spline path with numerous factors in consideration as well as a failsafe to have them start jogging if they fall behind
- Combat functionality with all weapon types and different behaviors for handling them based on category and fire mode as well as AI's own skills
- AI detection system that can detect between enemies and friendlies
- AI Dialogue system allowing for barks
- Interest System allowing for AI to look around at their surroundings specifically at things that are deemed "interesting" such as a doorway enemies could come through
- AI Cover detection using EQS
3 days into my new AI system, thought itd be a fun way to test AI by having them run a killhouse of sorts.
AI Features as of 29/12/22
- Idle behavior
- Random roaming behavior
- Detailed patrol system that has the AI follow a spline path with numerous factors in consideration as well as a failsafe to have them start jogging if they fall behin...
When firing in close range a weapon will use a cheap line trace instead of simulating an actual projectile, ensuring more accurate hitreg and better performance on server and client.
Version 5 of my procedural recoiil system
A lot of the major changes are backend, but generally its a lot smoother, its also replicated to clients now working in multiplayer.
Completely rebuilt from the ground up with significant focus on performance and multiplayer support
Very cool looking, I wanna see more
Video showcasing attachments in action, an optic red dot replacing the rear sight, a foregrip with animation support and a suppressor changing the fire sound.
The framework for the attachments system is in place now, it's fairly easy to setup attachments and get them working, alongside this every part of a weapon is modular and can be swapped out easily via the attachment system, above is a video demonstrating the attachments.
Had to finally learn Niagara to add lasers that actually updated
Picture in picture scopes that dont render the world twice for a minimal cost on performance unlike games such as Tarkov or Ground Branch
A scope zoom effect that is performed entirely via shader, with a minimal performance cost.
Added in free look, activated by holding middle mouse, auto recenters when you let go, a fairly common feature in tactical shooters nowadays.
Decided to finally add in some shotgun code since i'm gonna be needing it for later.
Finally added some shotgun code