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How to Create Reload & Ammo System in Unrean Engine 5 - UE5 Weapon System

Samar Dev

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How to Create Reload & Ammo System in Unrean Engine 5 - UE5 Weapon System

1 737 просмотров · 3 мес. назад
Samar Dev
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1 737 просмотров · 3 мес. назад
UE5 Weapon System For Beginners - Reload & Ammo System | Unreal Engine 5 Tutorial Build a complete reload and ammo system in Unreal Engine 5 — 100% in Blueprints! In this beginner-friendly tutorial, you'll create a professional ammo management system with a HUD, event dispatchers for performance, reload animations, and anti-spam protection. This is Part 2 of the UE5 Weapon System series. Most UE5 reload tutorials just do "ammo = ammo - 1" and call it a day. This tutorial goes further — you'll learn the proper architecture for connecting your weapon, player character, and UI using Event Dispatchers (instead of performance-heavy binding), syncing ammo updates with reload animations using timers, and preventing players from firing or spamming reload during the animation. What you'll build: • PlayerHUD widget with live ammo counter & crosshair • Ammo variables system (current ammo, magazine size, ammo reserve) • Event Dispatcher pattern for efficient UI updates (no binding!) • Full reload logic with partial reload support • Reload animation montage synced with ammo updates • isReloading boolean — prevent firing & reload spam during animation • Performance optimization: save weapon reference instead of casting every shot Chapters: 0:00 - Intro & Result Preview 0:43 - Creating PlayerHUD Widget (Ammo Text + Crosshair) 2:54 - Adding & Importing Crosshair Image 4:42 - Adding HUD to Player Character 6:00 - Performance Fix: Save Weapon Reference (Stop Casting Every Shot) 7:12 - Setting Up Ammo Variables (Current Ammo, Magazine Size, Ammo Reserve) 8:10 - Reload Spam Prevention Setup 9:35 - Empty Ammo Check (Can't Fire at Zero) 9:49 - Subtracting Ammo Per Shot 11:09 - Why UI Binding Is Bad for Performance 12:10 - Creating OnAmmoChange Event Dispatcher 13:13 - BroadcastAmmoChange Function 14:25 - Binding Event Dispatcher in PlayerHUD 16:52 - Updating UI Text (Set Text Function) 18:14 - Calling Broadcast on Begin Play (Initial Ammo Display) 19:42 - Reload System Overview (Current Ammo vs Magazine Size vs Reserve) 21:55 - Reload Logic: Calculating Ammo to Load 23:33 - Min Node: Handling Partial Reserve Ammo 24:44 - Setting New Current Ammo & Ammo Reserve 25:47 - Auto-Reload When Ammo Hits Zero 27:06 - Manual Partial Reload (Press R) 28:39 - Input Mapping for Reload (IA Reload + IMC) 30:10 - Reload Animation Montage Setup 31:00 - ReloadMontage Function (Play Montage) 33:36 - Set Timer by Function Name (Sync Ammo Update with Animation) 35:09 - isReloading Boolean (Prevent Reload Spam) 36:26 - Set Reloading False After Animation Finishes 37:03 - Final Fix: Can't Fire During Reload 38:04 - Outro 🔧 Unreal Engine 5 Blueprint nodes covered: Create Widget, Add to Viewport, Event Dispatcher, Bind Event, Call Event Dispatcher, Cast To, Set Timer by Function Name, Clear Timer by Function Name, Min (Math), Play Montage, Get Anim Instance, Set Text, Get Player Controller, Get Controlled Pawn, Get Child Actor, Promote to Variable, Branch (Boolean Check) This tutorial is part of my UE5 Weapon System series for beginners. Watch the other parts: → Part 1: Shoot Automatic & Single Fire —    • Видео   → Part 3: Switching Between Multiple Weapons —    • How to Create Multiple Weapon System in Un...   Free assets used: FPS Weapon Bundle (Fab/Epic Games Store), Reload Animation Montage (Mixamo) If this tutorial helped you, drop a like and subscribe for more Unreal Engine 5 game development tutorials! 🎮 #UE5 #UnrealEngine5 #UE5Tutorial #GameDevelopment #WeaponSystem #ReloadSystem #AmmoSystem #Blueprint #FPS #GameDev #UnrealEngine #BeginnerTutorial