OUTDATED // (UPDATE TUTORIAL 1.3.0 DESCRIPTION) UE5 Tutorial Integration Any Project + TPS System

Опубликовано: 02 Август 2026
на канале: DMD Hangar Games
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LINKS
Marketplace: https://www.fab.com/sellers/DMD%20Hangar
Discord:   / discord  
Demo DMD Content: https://drive.google.com/file/d/1Z5zw...

📌 This tutorial is outdated!
A new and improved version of the project is now available, featuring updated systems, bug fixes, and new content.

NEW INTEGRATION MSS 1.3.0

The first steps are the same as in video (Steps 1–6):

1a. Enable these plugins in your project:

EnhancedInput
AnimationWarping

1b. Restart the project to apply the plugins.


2a. In "Project Settings / Input / Default Classes / Default Player Input Class", change it to "EnhancedPlayerInput".

2b. In "Project Settings / Input / Default Classes / Default Input Component Class", change it to "EnhancedInputComponent".


3a. To redirect the animations to the UE5 skeleton you are using, move the MSS project skeleton into the same location inside your project and rename it exactly the same as your project’s skeleton.

3b. Run "Fix Up Redirectors In Folder" to refresh the moved files.


4. Copy the sockets from the MSS skeleton and paste them into the Root of your project’s skeleton:

Shotgun_Magazine
Rifle_Magazine
Pistol_Magazine
GL_Magazine
Throw_Object
Weapon_TPS


5. With your project closed, migrate the "DMD" folder from the MSS project into your project’s Content folder without overwriting anything.

If a Control Rig or Niagara notification appears, select "NO".

For the skeleton overwrite prompt, select "NO ALL".


6. Some animations may appear deformed; fix this by opening the animation and using "Animation / Retarget Source Asset / Update".

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Here is where it differs from the video (It’s recommended to use the MSS pawn "BP_Character_Shooter_UE5" as reference):

7. Adjust the camera position using the Spring Arm so the camera center doesn’t collide with the character.


8. On the character mesh, assign the Anim Class "ABP_Character_Shooter_Master" to enable all MSS animations.


9. Add the component "BPC_Shooter_System" to your character.


10. Copy the "BP_Holster_Socket" from "BP_Character_Shooter_UE5" and paste them into your character, selecting the correct parent socket and adjusting position/rotation.


11a. To interact with MSS objects, copy the interaction widget component from "BP_Character_Shooter_UE5" and paste it into your character’s camera.

11b. Add the interface "BPI_Interaction" to your character.

11c. Copy the input "IA_Interaction" from "BP_Character_UE5/InputGraph" for proper replication.

11d. Copy the interface node from "BP_Character_UE5/InterfaceGraph/Interact" so your character can interact with objects.

11e. Copy the BeginPlay and Possessed events from "BP_Character_UE5/EventGraph".


12. For 4-direction movement and turn-in-place, enable "Use Controller Desired Rotation" in "Character_Movement" and disable "Orient Rotation To Movement".


13. You can adjust the aim zoom in the details of your character’s "BPC_Shooter_System" component.

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EXTRAS

1. If you want the character to start with weapons already in the holsters, fill the "Initial Holstered Weapons" list in the "BPC_Shooter_System". Make sure each weapon matches the correct holster position (Primary, Secondary, Heavy).

2. If you also need the character to start with a weapon equipped in hand, enable the "Equipped" boolean in the Details Panel "BPC_Shooter_System".

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🌐 Technical Support and Community

Support on Discord: Join our Discord server for real-time technical support, get help integrating this character, and request improvements, changes, or new features directly from our team.

Discord:   / discord  

Marketplace: https://fab.com/s/a4243f4e56f3

🎮 Interactive Demo: https://drive.google.com/file/d/1Z5zw...