
Description
This project provides a template for a rapid weapons management system. In addition to network replication, player to player damage, AimOffset for character aiming, animations, scalable programming to create and set up the weapon structure and use it.
Weapon firing is performed by ray tracing on impact with a surface and using the Unreal provided event to apply damage.
A demonstration of how to make an AI is provided where an AI is assigned a weapon at the start of the game and equipped on the bone we select for that weapon, in addition to targeting a player the AI can see and hear using the senses component. A decision tree was created where these events are handled in addition to programming the necessary tasks to be able to sense the senses.
Weapons have cadence, recoil, damage, distance, maximum amount of bullets and current amount of bullets in case you want to drop the weapon and another player grabs it. All this is replicated and configurable to your liking.








