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Third-person shooter sample project developed in Unreal Engine 5
C# 0.75%
C++ 94.52%
C 4.73%
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Recovering health after taking damage only happens one time and the timer does not loop until health gets full.
Fix character stand-up direction after fall damage and ragdoll
AI teammates are stuck between calling for help or responding to other teammates help
If the current weapon sends a message to show on the player UI and the message does not set to auto-hide, after the player holsters its weapon, the command message remains on the screen.
Improve frame rate cap in setting options and set the max frame rate to unlimited
AI stop from moving and following the enemy when goes out of ammo on the primary weapon and switch to sidearm.
Holster current holding weapon (if valid) when the character sits in the vehicle
AI character stuck on reloading weapon because reload montage keep getting interrupted.
Report damage event when projectile hit a character.
Spawn a custom field system actor when a projectile hit a surface
Hi, first of all, great work!
Do you have any tips for implementing close combat? I spent few hours looking at your code.
It slightly more complex then I used to work with.
Would it be correct to check for overlapping in here:
void AShooterAIController::HandleSight(AActor* UpdatedActor, FAIStimulus Stimulus) { ... Fight(); ... }
Thanks
In Mixamo animations character holds a weapon a little off-center, So Try to replace the start point of the AI weapon with something more centered.
AI characters health is not reduced when they got shot and the enemy AI health bar does not show up.
Hello I get this error when trying to open the project, I have unreal 5.2.1 installed and I also tried disabling the plugins when opening the uproject file in notepad but to no avail
Improve AI taking cover when the enemy is unreachable
Convert Pickup blueprint and all its interfaces and enumerations to C++
Currently when the character is crouching and fall animation remain at crouching and switching to fall animation
Fix null player controller on player respawn
After the character death and death montage ends, mesh does not simulate physics.
Try to fix this issue by changing the mesh collision presets.
When a character dies, the detached part does not spawn correctly
AI character is not moving, not by AIC and not by behavior tree
Tree fixing this issue by fixing behavior tree initialization
While reloading a weapon if the montage gets interrupted weapon still gets reloaded.
Stop the weapon from reloading if the montage gets interrupted, and reload does not finish successfully.
Implement Pickup Weapon C++ class based on Weapon Pickup Blueprint and all its interfaces and enumerations
After Picking up first sidearm weapon and dropping it, pickup system get bugged
If idle montage is active stop it before crouching, and stop playing idle montage on crouch or prone state.
While shooting the weapon empty shell spawn but the projectile movement is not changing the velocity.
When the player holding a primary or secondary weapon and switch to sidearm after holster current weapon montage stops right before the character's hand grab the sidearm
Character weapon swap interface functions should replace with events and choose better names for events
Switch to primary, secondary, sidearm, and holster weapon should be used instead of swap to 1, 2, 3, and empty
Create a widget that contains a guide about key bindings
Remove old montage notifies that were used in character base blueprint
Use a line trace instead of collision shapes
When the player reloading a shotgun player UI does not get updated after every bullet added to the magazine
AI fires shotgun while reloading it
Add Color lerp to health and stamina progress bars.
Set min and max axis of the aim offset to min and max pitch of the camera while aiming.
When AI spots an enemy, it should broadcast it to other AIs