Input Switching. Attach Weapon Meshes & FX. Mars Marine Unreal Tutorial Part 6
Okay so inside our marine blueprints, we have our updated player aim function. Now, this function contains code that rotates the player depending on our mouse input. And it also contains code that rotates the player depending on the gamepad right from the input.
Now we can't just execute all of this code at once because the mouse inputs will fight against the firm's input.
OK, So currently our Marine has no weapon in his hands. In this lesson, we're going to give him a weapon.
And we're also going to spawn some effects when the weapon is fired inside our project in the content browser.
We can see we have a weapons folder. We have a skeletal mesh here for a rifle. So remember this is just a mash it doesn't have any sort of behavior and really has no concept of it even being a weapon.
We're going to be coding all the weapon behavior in blueprints with the mesh open we can see its material slots on the asset details panel.
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