Mixed Ammo Types Shooting 3.0 (MATS) - Unreal Engine 4 (4.26.2 or later) and 5 (5.0.1 or later) Marketplace product which allows to customize firearm magazine with any combination of suitable ammo types.
Video preview UE4
Video preview UE5
Version 3.0 new features are:
Grid inventory system similar to Diablo, Path of Exile etc. with ability to add columns and rows at any point of time (open inventory (TAB) then click on the appropriate button); also now you can split any stackable item (stack must be >1) in inventory by LMB+SHIFT on such item
New items at the moment: grenades (for demonstration of stackable weapons equip/unequip behavior only, not usable), helmet (armor equip/unequip demonstration) and mods for firearm weapons (2 scopes and silencer for demonstration only, can be attached to suitable slot on firearm weapon widget via drop and detached from weapon via RMB on mod while not dragging anything)
Main menu with basic settings for video, sound, controls and game options, all can be changed and saved. Presets for firearm magazine and all settings, except video, are saved to special "CoreSettings" savegame file which is created in default Unreal Engine save game folder (for example ...\Unreal Projects\MATS2\Saved\SaveGames)
Also main menu provided with the ability to save and load the game (current version only saves location and rotation of your character)
Weapon magazines in this project - are actors.
W-1 weapon (similar to ak-47) requires 6 STR (strength) to fire with one hand, by default player character has 5 STR, wich in enough for one hand usage only for W-2 (similar to FN SCAR-L)
so by default with 5 STR player can take W-2 to each hand and shoot them indepenently (be sure that both weapons are loaded and ready to shoot, because for current version reload is supported only for 1 hand animations)
Default STR can be changed in MixedAmmoTypes/Blueprints/Player_BP - from there go to Variables-PlayerState-Strength (integer, default is 5)
Default STR required for one hand usage for certain weapon can be changed in MixedAmmoTypes/Blueprints/T_Data (data table) - from there find weapon you wish to set new strength for, select weapon row, in row editor (in the bottom) find Data (blueprint map container, name-integer) open it and find line "1HandStr" and set new value in the right side (integer).
For presentation and due to deep connection with inventory system, this product is an example project which consists of example level with items and inventory system with interface.
Project made with blueprints only (no additional C++ code used)
This project requires Unreal Engine 4 (4.26.2 or version or later) or 5 (5.0.1 or later) to run as expected
MATS system is map containers based
Network Replicated: No
Supported Development Platforms: Windows 64, other platforms have not been tested.
Input: Keyboard, Mouse
Disk space 70mb
If you want to integrate this shooting system to your project be aware that for proper functioning data for firearms and data for firearms magazines must be non stackable and contain 3 map containers:
Target loadout map (desired ammo types combination)
Current loadout map (actual magazine condition)
Replacement map (contains replacement list for every limited ammo type)
Basically each firearm magazine have target loadout (which we can customize as we wish) and current loadout which will be filled with available and suitable ammo in accordance with target loadout during reload and firearm shooting is carried out in accordance with current loadout.
Some videos and pictures are from previous project version but are still relevant!
Main features of this product are:
customize the target (desireable) loadout for firearm magazine with any suitable ammo types
reload the magazine in accordance with the target loadout and the ammunition available
set your own sequence (replacement order) for replacing (or prohibit it completly) missing types of ammunition when reloading
shoot according to the current loadout of the weapon magazine
bind weapons and magazines on keyboard shortcuts (mostly inventory feature)
manual reload of magazine with available ammo
save/load of your own templates for firearm magazine loadout
Some videos from previous project version but still are relevant!
During reload, adding new ammo starts with an empty magazine and fills up to the maximum if ammo is enough
Core features might be manually extracted from this project and used in your new or existing one but in this case you will have to integrate them to your inventory system.