Miscellaneous Leaks

[UE4] MP System 4.22

Submitted by MrRanger, , Thread ID: 144732

Thread Closed

RE: [UE4] MP System 4.22

#31
was looking for a share like this for a long time, thanks for the share!

RE: [UE4] MP System 4.22

#32
wow ,was so hoping to see this somewhere. dont want to buy untill im not sure i can make some good use of it

RE: [UE4] MP System 4.22

#33
27-09-2019, 07:51 PM
MrRanger Wrote:
[Image: gametime-414-mp-banner-feature.jpg?1559289535]
[b]Documentation[/b]

[b]Free Upgrade:[/b]Info
[b]Update #1:[/b]added weapon skins, crouching, locomotion & various bug fixes

Video:Features Overview
Tutorial:MP_System Tutorial

Every animation and effect is replicated. All animations & assets are included. All new animations created for the UE4 mannequin for easy retargeting.
The goal with this system is to create a realistic and grounded FPS experience. Therefore, a lot of work went into BP driven movement (weapon sway, left hand adjustment, etc.) with fluent transitions between all states.


Technical Details
[b]Features:[/b]

  1. [b]Shooting System ->[/b]Support for single, burst, auto, shotgun & bolt action. Melee (weapon and knife) and grenade combat

  2. [b]Reload System (Staged) ->[/b]Normal (short) reload, full (empty) reload and interrupted reload (initiation of reload -> interruption -> continuation) for each weapon.

  3. [b]Inventory System ->[/b]Consisting of a primary (SMG) and secondary weapon (Pistol) + melee and grenades.

  4. Non-active weapons are holstered and all weapons can be holstered putting the player in "out-of-combat" mode.

  5. [b]Pickup System ->[/b]Smart system that picks up ammo or weapons and adds them as ammo, if the player owns the weapons already or replaced the weapon of the same type.

  6. [b]FP / TP[/b]Seamless transition between FP and TP, as all animations are full body anims.
[b]Number of Blueprints:[/b]1 main Player BP + 5 supporting BPs (i.e. projectile, pickup, etc.)
[b]Assets:[/b]4 weapons + 2 character attachments
[b]Animations:[/b]40 character animations + 16 weapon animations
[b]Network Replicated[/b]: Yes
[b]Supported Development Platforms:[/b]Windows and MacOS
[b]Supported Target Build Platforms:[/b]Windows and MacOS
[b]Documentation:[/b]Yes
[b]Important/Additional Notes:[/b]
[i]This product works as intended, by adding or replacing assets or animations mainly through the "WeaponDT" table.Further modifications within the blueprints may lead to unwanted results. Since I am not a programmer and scripting, esp. replication, is difficult,I may not be able to answer your questions.[/i]



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RE: [UE4] MP System 4.22

#34
Thank you, this is a very good asset, I want to understand it)

RE: [UE4] MP System 4.22

#35
Is this version compartable with 4.24.2 version of engine? I hope this plug-in is updating in this topic.

RE: [UE4] MP System 4.22

This post was last modified: 03-03-2020, 08:58 AM by ScriptzZz
#36
24-02-2020, 10:57 PM
AlexxGrind Wrote:
Is this version compartable with 4.24.2 version of engine? I hope this plug-in is updating in this topic.
It's compatibile, there is just a small bug with the blur rendering. You'll have to detach that node in the blueprint.
On that note, does anyone have the 4.24 version to share?

RE: [UE4] MP System 4.22

#37
Amazing leak def a like in my book <3 Thanks for this my guy..

RE: [UE4] MP System 4.22

#38
Amazing leak, thanks for this now I can make a FPS to battle my friends in Smile

RE: [UE4] MP System 4.22

#39
este vazamento muito bom!
vou usar muito, no meu projeto de teste.

RE: [UE4] MP System 4.22

#40
27-09-2019, 07:51 PM
MrRanger Wrote:
[Image: gametime-414-mp-banner-feature.jpg?1559289535]
[b]Documentation[/b]

[b]Free Upgrade:[/b]Info
[b]Update #1:[/b]added weapon skins, crouching, locomotion & various bug fixes

Video:Features Overview
Tutorial:MP_System Tutorial

Every animation and effect is replicated. All animations & assets are included. All new animations created for the UE4 mannequin for easy retargeting.
The goal with this system is to create a realistic and grounded FPS experience. Therefore, a lot of work went into BP driven movement (weapon sway, left hand adjustment, etc.) with fluent transitions between all states.


Technical Details
[b]Features:[/b]

  1. [b]Shooting System ->[/b]Support for single, burst, auto, shotgun & bolt action. Melee (weapon and knife) and grenade combat

  2. [b]Reload System (Staged) ->[/b]Normal (short) reload, full (empty) reload and interrupted reload (initiation of reload -> interruption -> continuation) for each weapon.

  3. [b]Inventory System ->[/b]Consisting of a primary (SMG) and secondary weapon (Pistol) + melee and grenades.

  4. Non-active weapons are holstered and all weapons can be holstered putting the player in "out-of-combat" mode.

  5. [b]Pickup System ->[/b]Smart system that picks up ammo or weapons and adds them as ammo, if the player owns the weapons already or replaced the weapon of the same type.

  6. [b]FP / TP[/b]Seamless transition between FP and TP, as all animations are full body anims.
[b]Number of Blueprints:[/b]1 main Player BP + 5 supporting BPs (i.e. projectile, pickup, etc.)
[b]Assets:[/b]4 weapons + 2 character attachments
[b]Animations:[/b]40 character animations + 16 weapon animations
[b]Network Replicated[/b]: Yes
[b]Supported Development Platforms:[/b]Windows and MacOS
[b]Supported Target Build Platforms:[/b]Windows and MacOS
[b]Documentation:[/b]Yes
[b]Important/Additional Notes:[/b]
[i]This product works as intended, by adding or replacing assets or animations mainly through the "WeaponDT" table.Further modifications within the blueprints may lead to unwanted results. Since I am not a programmer and scripting, esp. replication, is difficult,I may not be able to answer your questions.[/i]



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BOSS!

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