Unreal Engine 5: Crosshair, Aiming & Shooting System! 🎯 | Master Unreal Series | Ep. 31

Опубликовано: 21 Май 2026
на канале: Unreal Shinobi
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In this episode, we’re bringing the classic Resident Evil 4 aiming mechanics into Unreal Engine 5! 🎯Learn how to create a custom crosshair like Hitman Absolution, implement precise aiming, and fire bullets accurately using Blueprints. We’ll cover line traces, projectile movement, and optimization techniques to make your shooting system smooth and efficient.

🔹 What You’ll Learn:
✅ How to create a custom crosshair and add it to the game
✅ How Resident Evil 4’s aiming system works & how to recreate it in UE5
✅ Implementing line trace for accurate aiming and detecting hits
✅ Spawning bullets from the gun muzzle with proper direction
✅ Fixing common issues with line tracing not detecting characters
✅ Projectile movement setup for realistic bullet firing
✅ Optimizing the firing system with better Blueprint structure

By the end of this episode, you'll have a fully functional shooting system with crosshair, aiming, and bullet physics in Unreal Engine 5! 🚀

🔥 Perfect for:
✔ Unreal Engine 5 developers
✔ Game designers & developers using Blueprints
✔ Developers creating advanced inventory & equipment systems

🎬 Don’t forget to:
👍 Like the video if you found it helpful!
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💬 Comment below with any questions or suggestions!

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📌 Missed the Previous Episode? Watch the Full Playlist Here:

👉 Master Unreal Series -    • How to make your first game in Unreal engi...  

👉 Master Level Design Series -    • Master Level Design with Blender & Unreal  

Chapters
0:00 Introduction & Episode Overview
0:50 Creating a Custom Crosshair Like Hitman Absolution in Unreal Engine
3:30 Adding the Crosshair to the Game Using Blueprint Widgets
4:18 Adjusting the Camera Position for Aiming Mechanics
5:00 Building a Bullet System in Unreal Engine
6:40 Creating a Glowing Bullet Material in Unreal Engine
8:42 Bullet Material Preview in UE5
8:45 Why Use Material Instances Instead of Direct Materials?
9:20 Bullet Mesh Preview in UE5
9:25 Setting Up Input Actions for Firing the Bullet
10:25 Optimization: Calculating Ground Distance (From Episode 10)
11:11 Breaking Down Classic Resident Evil 4 Aiming Mechanics
11:50 Understanding Forward Vectors in Unreal Engine 5
12:40 Why Use Line Trace by Channel in UE5?
13:15 Implementing Line Trace by Channel in Blueprints
13:34 How to Determine the Start Position for Line Trace?
14:35 Aiming & Shooting: Tracing from the Gun Barrel
15:12 Retrieving Player Camera Position in UE5
15:42 Getting the Forward Vector of an Object in UE5
16:25 Debugging Line Traces in Unreal Engine
17:38 Using Line Trace to Detect Hit Actors in UE5
18:15 Fixing Line Trace by Channel Not Detecting Characters
18:54 Spawning Bullets from the Gun Muzzle When Firing
21:15 Handling Gun Direction and Aiming for Accurate Shooting
24:15 Adjusting Bullet Size for Proper Scale
24:35 Bullet Position Preview (Back View)
25:18 Bullet Position Preview (Front View)
25:32 Refactoring the Firing Logic into a Base Weapon Blueprint
27:05 Integrating Firing Actions with Weapon & Character Blueprints
28:00 Reducing Repetitive Casting for Better Optimization
29:14 Preview - Bullet Firing & Positioning
29:20 Firing Bullets Using Projectile Movement in UE5
29:40 Setting & Adjusting Bullet Speed
29:50 Final Preview of the Shooting System
29:55 Outro & What's Coming Next!