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Update README.md to include documentation #4

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50 changes: 49 additions & 1 deletion README.md
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
# Weapon FOV & Clipping Fix
![image](https://github.com/gerlogu/WeaponFOVAndClippingFix/assets/1442796/f8706c3e-cb4c-4daf-8c8b-3bca611a5a38)# Weapon FOV & Clipping Fix
[![Version](https://img.shields.io/badge/Version-1.0.2-3FB911?style=flat&logo&logoColor=white&labelColor=4d4d4d)](https://github.com/gerlogu/WeaponFOVAndClippingFix/releases/tag/v1.0.2)
![Asset Type](https://img.shields.io/badge/Blueprints-0086d9?style=flat)
![Asset Type 2](https://img.shields.io/badge/Materials-00d998?style=flat)
Expand Down Expand Up @@ -93,6 +93,54 @@ No fire effects nor animations are included.

**Important/Additional Notes:** Contact me and I will answer you and include your question into the User Manual.

## Documentation

### Basic setup

To carry out the inclusion of this fix, you need to follow these steps:
- Open your arms & weapon parent material.
- Add the following material function: MF_FOV_Clipping_FIX
![Image-6](https://user-images.githubusercontent.com/55363746/180665874-135b2475-737e-4a26-abc1-d1fef1944ba2.jpg)

Now everything is set up! Remember that you need an scalar parameter (usually named
FOV or Field Of View) that will determine the custom weapon FOV. You can update this
parameter during the game execution.

### Weapon Sway
This project also includes a weapon sway system that includes the following sway types:
- Camera movement sway
- Character movement Sway
Both systems are located in two independent components located in the following path:
`Game/WeaponFOVandClippingFix/FOVandClippingFix/Character/Components`
![image](https://github.com/gerlogu/WeaponFOVAndClippingFix/assets/1442796/0a6c649c-baf5-4f24-aa52-b8611e9f69a7)

Ensure you have your arms and weapon mesh located inside two different scene components.
![image](https://github.com/gerlogu/WeaponFOVAndClippingFix/assets/1442796/3d574316-6942-4194-a21b-d769aeff9c33)

### Camera Sway
This component need to be initialized in the actor `Begin Play`.

![image](https://github.com/gerlogu/WeaponFOVAndClippingFix/assets/1442796/fc4e92c0-e267-446f-914c-e5760a9bac18)

Then the effect must be updated in the Tick Event (or in a Timer).
![image](https://github.com/gerlogu/WeaponFOVAndClippingFix/assets/1442796/1a97382d-000b-4e64-9fb9-a3ae2203edda)

Now you can configure the different component variables.
![image](https://github.com/gerlogu/WeaponFOVAndClippingFix/assets/1442796/f8951e02-1d25-4cc6-9ca7-c4df2d103e08)

### Movement Sway

This component needs to be initialized in the actor `Begin Play`
![image](https://github.com/gerlogu/WeaponFOVAndClippingFix/assets/1442796/940f55ce-53bd-478f-a609-b488a892ee04)

Then the effect must be updated in the Tick Event (or in a Timer)
![image](https://github.com/gerlogu/WeaponFOVAndClippingFix/assets/1442796/f8c87a98-c588-4273-be2d-d2b00cde3544)

Now you can configure the different component variables.
![image](https://github.com/gerlogu/WeaponFOVAndClippingFix/assets/1442796/b4d1d29b-f8cf-4ab1-9036-4c765edb9032)

With this, your weapon movement sway is configured.

## Images

![Image-1](https://user-images.githubusercontent.com/55363746/180665862-2afb39e0-d410-4cd5-b599-820b8aaf24fd.jpg)
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