I can't praise you enough for creating short, to the point, and well built blueprints that you share with the community. I've been using UE4 for quite a while now, but I still watch your videos in case I pick up anything new or find some different approach to doing things that I hadn't considered before. Keep up the fantastic work!
Dude.. Thank u!.. I knew there had to be a way to set up an auto fire like you did here but wasn't sure about the exact configuration. Much appreciated bro.
slight amendation: if you run into an issue where the player can bypass the cycle delay by spamming mouse click you can set three nodes (do once-delay-sequence ) before plugging into this. For example a heavier autocannon
@@jcapo1803 My man. Immediately after your red event node - fire event, left mouse click, whatever - put a 'do once' node. Then connect the 'do once' completed into a sequence node. 0 from the sequence goes into a delay node set to your cooldown time. 1 from the sequence hooks into the rest of your firing BP. Lastly completed from the delay node goes into reset on the 'do once'. Makes a nice little hourglass shape, and voila no more spam clicking.
@@senatorblutarsky6753 Dam now I am having an issue where i have to click twice to activate the autofire. meaning when I click once, it fires a bullet, but i have to click again to initiate the auto fire
@@jcapo1803 Hey, I'm not sure if you need this still or not, but I found an alternative solution that seems to be working well for me. For your 'Sequence' node, instead of connecting (1) directly into the 'Set Timer by Event' node, connect it to a branch first. For the condition of the branch, drag off of the 'return value' on the timer and make a 'Get timer remaining by time handle', then make do a "is the timer > 0 and connect it to the condition. From the branch, get the 'False' and connect it to the timer. So, the logic is that if the timer is not greater than zero, it will fire. And because it is checking the amount of time remaining on the timer itself, it should be consistent every time. And no delays.
hey great tutorial. I had another autofire system set up but came across a glitch so now i am trying to find an alternative way to go about it and so far this has worked the best, however one slight issue. I'm able to click faster than the autofire interval that I have set up. How do you avoid this exploit?
Amazing tutorial like always. I want to work for EpicGames using Unreal Engine what type of classes do I need to take in college or any exterior classes?