More results. Hey guys, so the server line trace doesn't show properly on the other clients where as the clients work perfectly as intended, any ideas? Been scratching my head for last few days over it and finally gave in to asking hehehe. This will probably work, i've got a similar setup with ragdolls and it works. My current linetrace setup uses a multicast, it seems to be abit inconsistent.Unreal FPS Tutorial: Making a First Person Shooter
I'm going to try this out later and report my results. Player one shoots line trace on client. G O Player one shoots line trace fully replicated this is player ones screen G O However this is players 2 and 3s screen GO 0 therefore player one has just killed both players 2 and 3 without even knowing how he killed player 3 lol. Easy fix, do not replicate your line traces, replicate your Hit condition and Hit results FROM your line traces : works well even with damage system.
But everytime the line trace on Player ones screen hits something, thats when you are golden with replication and gets rid of all line trace calculation functionality issues replicated to the server, it just applys the damage, plays the effect, and spawns a bullethole decal wherever player ones line hits ;D.
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Bullet tracer/line renderer effect
Answers to this question. Why does my variable doesnt get replicated from the server? Character component rotation depending on mouse position won't replicate. Run an event on the server from the client. Search in. Search help Simple searches use one or more words. Separate the words with spaces cat dog to search cat,dog or both.
You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Replicating line trace problem. Product Version: UE 4. Viewable by all users. Do your character and weapon-actor replicated? Pantlessnoodle Apr 16 '16 at PM. Set up a server-executed custom event. Set up a client-executed draw trace event. Call the server-executed custom event that triggers the client event draw line trace at xy All clients will receive the event.
Dodgin May 28 '16 at AM. Samuelb Aug 04 '17 at PM. G O Player one shoots line trace fully replicated this is player ones screen G O However this is players 2 and 3s screen GO 0 therefore player one has just killed both players 2 and 3 without even knowing how he killed player 3 lol Easy fix, do not replicate your line traces, replicate your Hit condition and Hit results FROM your line traces : works well even with damage system now it looks like this Player Ones Screen G O Everyone elses Screen G O 0 But everytime the line trace on Player ones screen hits something, thats when you are golden with replication and gets rid of all line trace calculation functionality issues replicated to the server, it just applys the damage, plays the effect, and spawns a bullethole decal wherever player ones line hits ;D.
Follow this question Once you sign in you will be able to subscribe for any updates here Answers to this question.LineTraceByChannel will perform a collision trace along a given line and return the first Object that the trace hits.
While holding down the Ctrl key, drag in the FirstPersonCamera component. Here, we are starting the trace from the location of the FirstPersonCamera, then we are getting the rotation of the FirstPersonCamera. We are getting the rotation and the forward vector, extending outward from it by this value is the length of the trace.
Here, we are taking the location of the FirstPersonCamera and extending out from it, units based on its rotation and forward vector.
Click the Compile button, then play in the Editor and look at the cubes in the level. Here, we have ejected from the First Person perspective so that you can see the view angle of the trace. The example above returns all Objects that are set to respond to the provided Trace Channel, however there may be instances when you want to only return certain objects.
In the example above, you can use the Actors to Ignore pin, taking an Array of Actors that should be ignored by the trace this means that you have to specify each individual Actor to ignore.
This will allow you to target a specific set of Objects only to be included in the trace. We're working on lots of new features including a feedback system so you can tell us how we are doing. It's not quite ready for use in the wild yet, so head over to the Documentation Feedback forum to tell us about this page or call out any issues you are encountering in the meantime. Unreal Engine 4. See Also. Steps End Result. You should see that when the trace hits a cube, it prints the cube to the screen.
Select Skin. Welcome to the new Unreal Engine 4 Documentation site! We'll be sure to let you know when the new system is up and running. Post Feedback.BulletDrop is a simple external ballistics calculator for iOS.
Output is displayed in selectable increments out to ranges of to yards. The default is 50 yard increments out to a range of yards. You can change these selections in Settings. BulletDrop is intended for reloaders and shooters of all varieties. It gives them an idea what various cartridges and load recipes will do at the range.
The information provided is in no way a substitute for actual range time. Get out and shoot! I have an extensive knowledge in long range shooting from the military and also my current position in LE. This app is right on and is very simple without all the other fancy bells and whistles a person does not need. I would recommend this app to anybody into long range shooting.
This app is excellent. The only thing I would like them to add is a yard to meter conversion option when selecting the mills tab! Getting too old to see that good further out. Good tool.
4 Easy Tricks to Handle Bullet Drop
I like this app mainly cuz it's basic. You can input data for all the major factors of long range shooting, and it gets you in the ball park if not on a the target at 1,yards.
I download two other similar software that were more "advanced" and did not like them. Requires iOS 9. Compatible with iPhone, iPad, and iPod touch. App Store Preview. Description BulletDrop is a simple external ballistics calculator for iOS. Feb 11, Version 3. Ratings and Reviews See All.
I have been playing games like MW2 recently and, as a programmer, I tend to ask myself how do they make the game so immersive. For example, how to they simulate bullet speed. When an NPC fires a bullet from his gun, does the bullet really travel from his gun to the given target or do they they completely ignore this part and just put a bullet hole on the target? If the bullet is really travelling from the gun to the target, at what speed is it actually travelling? Most FPS games use raycasting for the actual gameplay; bullets instantly travel and hit the target when fired.
But most games also employ the use of "fake" tracers. Every 3 shots, or some other interval, a tracer will be fired along with the bullet, the tracer will be really fast, but not instantaneous.
This is done as a visual effect only, and does not affect the game-play directly, but helps give cues to the shooter, the shootee, and gives bystanders a directional reference to gunshots. Most games that use these kinds of bullet physics are unrealistic, as there is no ricochets, no bullet fragments, and if there is any penetration its usually linear. I believe these systems are using raycasting, but with a limit that is determined by the speed of the bullet.
For bullets they generally don't bother simulating the bullet actually traveling through the air and simply put a bullet hole on the target the instant it's fired. At the short distances the bullets will be traveling, along with the time lapse between frames, they would get from the shooter to the target between or within 1 frame anyway.
I wrote the bullet code for PlanetSide. We had a few 'hitscan' projectiles, but mostly simulated the projectiles as best we could given the CPU constraints and the huge number of bullets in play at any time. In the case of hitscan, impact is determined in the same frame as the input is received, often using a single raycast. This is appropriate for weapons such as lasers or other extremely fast projectiles. We did hitscan by just cranking the initial velocity on the projectile so high it would cross the game board in a single tick.
Non hitscan bullets are ticked, either to the graphics frame time or to a fixed timestep, with computations for acceleration think rocketsgravity, air friction, guidance think heat seeking projectiles etc applied. The objective being to generate the projectile's terminal position for the timestep.
Once the start and end points are established, one or more rays can be cast to approximate the flight path and detect any collisions that would have occurred during flight. In both hitscan and non hitscan projectiles, what happens at a collision depends on your projectile properties and the surface you impact.
For example, you might hit a hard surface, in which case you might check your bounce count and either adjust the position and velocity per a reflection, or detonate the projectile if you've hit your max bounce count. In this system, a rocket just has a max bounce count of 0. You might hit a soft surface and then check your penetrating power to determine if the projectile should continue through the material, etc. It was fun code to write. Also, it's super useful to write good debug visualization of what's going on so you can inspect flight paths, events, etc visually.
Synchronizing shooting and damage models in multiplayer settings is pretty difficult since you need to accurately determine where and when exactly a bullet was fired, whether it hit a target, and whether anything else passed through the path.Home Discussions Workshop Market Broadcasts.
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Using a Single Line Trace (Raycast) by Channel
Am I the only one who's realized it? Showing 1 - 12 of 12 comments. This has been known for quite a while now Roy View Profile View Posts. Littledubdub View Profile View Posts. My god. How did you deduce this? You marvelous individual. So neither of these mechanics were implemented for simplicity, realisim, and physical reasons. Although I wish they'd buff shotguns' ranges, but I know they want to keep them shorter than realistic for game balance reasons.
You always shot at 50m or less. Originally posted by Brimstone Baritone :. Leagle View Profile View Posts. Are you playing this game with. What kind of drop are you expecting? Havoc View Profile View Posts. The maps are so small bullet drop isn't necessary.
Insurgency, COD also don't have bullet drop because the maps aren't big like games such as Battlefield or Squad. Originally posted by Jedi Masta Moses :.
If they managed to make it realistic bullets would pass through several walls but tumble and drop really fast. It would basically nerf defender guns even more with realistic ballistics. I doubt consoles could handle the change from hitscan.
There is also the fact that the armor in the game can just stop these rounds but doesnt for balance reasons. Per page: 15 30 Jump to navigation. In this tutorial, we go over a collection of tools to use within and outside of the engine, as well some best practices for the editor, and scripting to help increase the frame rate and stability of a project.
Even fully transparent game objects consume rendering draw calls. To avoid these wasted calls, set the engine to stop rendering them. These assets store scalar and vector parameters that can be referenced by any material in the game, and can be used to modify those materials during play to allow for dynamic effects.
Figure Creating a Material Parameter Collection. Once in the MPC, default values for scalar and vector parameters can be created, named and set. Figure Setting a Scalar Parameter named Opacity. Next, we need a material to use the MPC.
In that material, create a node called Collection Parameter. Through this node, select an MPC and which of its parameters will be used. Figure Getting the Collection Parameter node in a material. Figure Setting the Collection Parameter in a material. For this example, we set the Opacity scalar value to be the sine of the game time, to see values between 1 and Figure Setting and getting a scalar parameter and using its value in a function.
From that we run a greater than near-zero check, 0. A check of 0 could work, but as zero is approached the player will no longer be able to see the object, so we can turn it off just before it gets to zero. From there, run a branch where a True condition will Set Visibility of the object to be true, and a False condition to be set to false. If blueprints within the scene use Event Tick, those scripts are being run even when those objects no longer appear on screen.
Normally this is fine, but the fewer blueprints ticking every frame in a scene, the faster it runs.Home Discussions Workshop Market Broadcasts. Change language. Install Steam. Store Page. Global Achievements. Sparky View Profile View Posts. Showing 1 - 15 of 22 comments. But some people have had issues with certain weapons.
How big is the drop according to distance? Originally posted by Sparky :. Originally posted by CellNav :. Damo View Profile View Posts.
You can shoot m with little to no drop. I aimed ft over the animal for this shot. Last edited by leighton ; 9 Apr, am.
Had NO bullet drop what so ever at that distance with a. Its a fresh start in a new reserve. I aimed dead on where I want to shoot and got the Vital. Nice shot. I was shooting a bit further out with the 7mm. I got the closest one at yds, but the game crashed before I could harvest the further one.