Skip to content

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.

ShootingPattern


Runtime Function

You can change the value of the ShootingPattern during runtime by calling AssignShootingPattern from TwinGunHandler.

AssignShootingPattern


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.

ShootingPatternLocation


Content and Description

If you open one of the files, you will see a list of entries.

ShootingPatternValues

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 are LeftHand and RightHand.
    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.