Building Robo Recall Mods with Blueprint
summary
Uses Unreal's Robo Recall mod tool and Blueprint to make a working TwinBlast pistol mod: starts with a data-only mod (ammo capacity set to 57), imports the FBX mesh and materials, fixes physics capsules, copies a dissolve shader into a material instance, and creates a create Dynamic Material Instance to drive an emissive "gun heat" scalar (heat per shot 0.025). Adds two muzzle scene components, overrides notify_fired/notify_stop_firing to alternate top/bottom barrels, uses a 0.25s recoil Timeline and an Animation Blueprint to move slide1/2/3 and trigger — everything runs in-game.
AI-written summary · about
chapters (24)
- 0:00Introduction to modding
- 0:23Modding overview and goals
- 1:23Using the mod tool wizard
- 3:21Creating data-only mods
- 4:42Testing mods in VR
- 5:54Importing custom meshes
- 8:31Setting up physics collision
- 11:18Material setup and performance
- 13:25Creating the dissolve effect
- 18:36Implementing the dissolve effect
- 21:05Applying the custom mesh
- 24:18Adding custom weapon logic
- 26:09Scripting shooting behavior
- 31:01Testing new shooting behavior
- 33:27Preparing for animation
- 36:42Animating numerical data
- 40:42Adding slide lock logic
- 44:23Setting up animation blueprints
- 47:18Animating weapon bones
- 53:03Implementing bone transformations
- 55:48Debugging weapon animation
- 58:35Creating heat shader logic
- 1:04:12Applying heat logic
- 1:07:11Final testing and review
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