FAQ
Here you will find answers to some of the most common LPSP related questions!
Settings & Customization
How can I increase the player's movement speed?
You can adjust the movement speed values in the Settings_Movement data table located in the Data/Weapons/Settings folder.
This table contains all the relevant data for movement speeds.
How can I make my Character take damage?
To make your character take damage, you can use the functionality from inside the BP_LPSP_Damageable Blueprint by copying and pasting it into your blueprint.
This will enable your character blueprint to take damage from projectiles and other sources.
How can I modify the weapon sway/lag?
To adjust the amount of sway (also known as "Lag" in the asset), navigate to:
LowPolyShooterPack/Data/Weapons/Animations/DT_LPSP_WEP_Settings_Animation.DT_LPSP_WEP_Settings_Animation' data table.
Modify the variables that include "Lag" in their name.
There is one for each state the character can be in, so you can make more specific adjustments.
Where is the value for bullet point damage indicated?
Regarding the damage, you can modify it directly in the projectile blueprint located at InfimaGames/LowPolyShooterPack/Usable/Projectiles/BP_LPSP_PROJ_Bullet.uasset file.
How can I enable simultaneous melee and sprinting for my character?
To enable your player character to run or sprint while performing a melee attack, you need to modify the melee attack's abilities.
Follow these steps:
Go to the InfimaGames/LowPolyShooterPack/Data/Weapons/DT_LPSP_CH_Abilities.DT_LPSP_CH_Abilities file.

Open the file and click on any row.

Find the Ability Knife variable and open it to see its different variables.

Click on Edit All next to Tags Removed. This will allow you to remove the Character.Abilities.Allowed.Run tag, which will enable the character to run while performing a melee attack.


If you want this to work for all weapons, make sure to do this for all rows in that data table. And that’s basically it!
How do I make the third-person character always face forward while moving?
Here's how to make the third-person character always face forward while moving around, regardless of whether the player is aiming or not.
Go to LowPolyShooterPack/Core/Characters and open BPSC_LPSP_TP_Looks.

Find the Update Root Yaw Moving function.

Modify the function like the following:


How can I improve the firing animations? Where is the logic for the added bounce and motion in the firing animations, and how can I replicate it?
Recoil is a separate procedural aspect of the game engine, and is not part of the animation.
However, you can modify the visual recoil in this file: InfimaGames/LowPolyShooterPack/Data/Weapons/Settings/DT_LPSP_WEP_Settings.uasset.
Specifically, you can adjust the Recoil Properties variable.
Is there a blueprint for a knife that can be equipped?
We don't have a blueprint for a weapon knife.
However, we do have a blueprint for the prop itself, which is simply placed on the map and has no functionality.
All the logic for knife damage can be found in the Anim Notify Blueprint located at InfimaGames/LowPolyShooterPack/Core/Notifies/BP_LPSP_AN_Melee.uasset.
Technical
Why do the weapons get clipped by the camera in my project?
The issue you're experiencing might be related to your Project Settings.
Check the "Near Clip Plane" setting first, changing the value to be lower than the default usually fixes camera clipping.
If that's not the issue, try modifying the Separate View Alpha parameter in the MaterialParameterCollection'/Game/InfimaGames/AnimatedLowPolyWeapons/Materials/MPC_FOV.MPC_FOV' file in your project until it resolves the issue.
Why does the player interface (HUD) appear on the main menu before the game starts?
This is likely due to the default game mode being played. This is because no game mode has been assigned, so the project automatically uses our default mode.
How does the weapon sway in the asset work?
Our weapon sway is achieved by using spring interpolation and tracking the change in mouse position over frames.
Each frame, we add the result of the player's mouse and keyboard movements (after passing them through spring interpolation) to the location of the ik_hand_gun bone.
Is the character rigged to the Epic Mannequin skeleton?
Yes, it's rigged to the UE4 Mannequin skeleton.
The source files are included in the asset, but they don't seem to contain the animations, what's up with that?
The original animations were made using an older custom rig and had to be "converted" manually in order to work with the Mannequin rig. This unfortunately made the animations hard to edit and not very useful to include in the source files.
How to redirect animations from LPSP-LPAMG?
You can use the "retarget to skeleton" option that appears when you right-click on an animation. If you're using UE5, there are some tutorials available, as it's a bit more complicated. However, there's nothing specific about redirecting animations from our assets compared to any other animation in the engine.
Project Info
What naming convention did you use for the project?
We base our naming conventions heavily off Michael Allar's Style Guide. We did this because it is currently one of, if not the most, popular style guides for the Unreal Engine, and it makes sense once you've read through it.
Check it out here: https://github.com/Allar/ue5-style-guide
Last updated
Was this helpful?
