Shooting Pattern Guide
Overview
Starting from 1.3.0, you can adjust the Shooting Pattern of your character.
This will affect the timing as well as the gunhand that you use to shoot a projectile.
The setting is implemented using Data Asset, just like AmmoData and EquipmentSet.
The value can be found in the Details tab of TwinGunHandler, find Shooting, and navigate to ShootingPattern.
Runtime Function
You can change the value of the ShootingPattern during runtime by calling
Default Examples
The FemaleShooter package provides 6 default ShootingPattern as examples.
These patterns can be found in Content/FemaleShooter/Blueprint/Data/ShootingPattern.
Two of them, Shooting_LeftOnly and Shooting_RightOnly, are specifically set to facilitate the individual shooting system.
Content and Description
If you open one of the files, you will see a list of entries.
The properties are explained below,
Label , the label used for your ShootingPattern setting
This isn't used for much at the moment, mostly to inform the User Interface of the active ShootingPattern that you're currently using.ShootingHand , which is the hand where your projectile will be shot from
The valid values areLeftHand andRightHand .
BothHands is not considered as a valid value for the current version.NextDelay , which is the cooldown time until the next projectile is allowed to be shot from the guns
For precaution, make sure not to set the value to a very low number.
A very low value might end up with the projectile not getting spawned.
You can create your own custom ShootingPattern by creating another Data Asset, just like you did with AmmoData and EquipmentSet.
The steps are the same.
See this article for a general guide.