Gunfire sound using MakeNoise() else Blueprint hijacks the event!

I wanted noise linked to the convenient firearm our character is already holding.

Doing that in Blueprint seemingly “overrides” (well it exclusively responds to the InputAction Fire event) the OnFire() in it’s parent (S05_TestingGroundsCharacter.h/cpp), meaning no projectile et al.

So I just appended
MakeNoise(2.f, this, GetActorLocation()); (thanks fuzzy logic)
to that OnFire() method which works really well.

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