Section 1: Introduction

Section 2: Creating a Multiplayer Plugin

Section 3: Project Creation

Section 4: The Weapon

Section 5: Firing Weapons

Section 6: Weapon Aim Mechanics

Section 7: Health and Player Stats

Section 8: Ammo

Section 9: Match States

Section 10: Different Weapon Types

[134-1:01] Now, for our rocket trail system, we’re going to need a material. As Niagara systems require a material to use for the system.

[134-2:05] ParticleSubUV is going to use a texture that has many different images all in the same texture. These are typically flipbook textures that allow you to choose the different images in the texture in order to animate a sprite.

[134-4:13] Niagara system can now feed color information into the material that it’s using. And the material can use that color information to affect the way the material looks. So as soon as we decide to pass color information in from our Niagara system, we can use this in a certain way.

[134-8:15] Now, all the way down at the bottom, there’s a render section and there are different types of renderers that we can use for a given niagara emitter. This particular emitter, which is supposed to be mostly empty, is not actually completely empty. It does have some default parts to it, including a sprite renderer.

[136-3:03] Now, all that’s happening is we prevent the explosion and the setting of the timer. So the rocket just stays there. And the reason it’s not continuing to fly on its path is because the projectile movement component is designed to stop movement in the event of a hit.