Lot of issue for this kind of architecture

The final part of this section is totally broken.

Like is done it totally bypass the C++ architecture and the “Gun” responsible for the sound and animations for the First Person.

A solution can probably be something like:

  • make a new blue print “FP_TP_Character”
  • make both child actors FP_Character and TP_Character
  • in both make a function to enable / disable the camera
  • in “FP_TP_Character” make a switch for the visibility and the Fire event to shoot from FP_Character or TP_Character

Or somthing very similar, another way is to Create a new Class from Gun where you set Sound and so on.

I think this is just a bit messy and confusing.

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