Quick Start

Five minutes from "plugin enabled" to projectiles in your own level.

Play the demo

  1. In the Content Browser, open /MassProjectileSubsystem/Demo/Maps/L_MassProjectileDemo. Enable Settings → Show Plugin Content if you cannot see the folder.
  2. Press Play.
Demo map with a stress volley in flight
Demo map with a stress volley in flight
Input Action
Hold Left Mouse Fire (900 rounds per minute)
Tab Next projectile type: Rifle → Shell → Plasma
F Stress volley (20,000 rounds at once)
R Clear all projectiles
WASD / Q E / Mouse Fly

Things to try:

  • Shoot the range walls at a shallow angle. Hard surfaces (metal, concrete) ricochet, and soft ones (wood) are penetrated. Each hit leaves a hole decal, and through-shots leave one on both faces.
  • Press Tab to the Shell. It is slow and heavy, so gravity drop and smoke are obvious.
  • Press F, then type proj.Stats in the console (~ key) to see the active count and frame cost.

The demo is Blueprint-only. BP_DemoShooterPawn holds all the firing logic, and Tutorial 7 walks through it.

Fire in your own level (no Blueprint)

Any level works. The subsystem exists in every game world.

  1. Open your level and press Play.
  2. Open the console (~) and type:
proj.Fire 10 3

That fires 10 rounds of type 0 (Rifle) from the camera with a 3° spread. Full syntax:

proj.Fire [count=1] [spreadDeg=3] [type=0] [speedCm=0]

type is an index into Replicated Types (0 = Rifle, 1 = Shell, 2 = Plasma with the shipped settings). speedCm = 0 uses the type's default speed.

If nothing appears, see Troubleshooting.

Fire from a Blueprint in two nodes

In any Actor Blueprint (or the Level Blueprint):

  1. Right-click → search Fire Projectiles (category Mass Projectiles).
  2. Type Config: pick EC_Projectile_Rifle.
  3. Fire Event: drag out → Make Projectile Fire Event. Set Origin to a world location, Direction to a unit vector (for example Get Actor Forward Vector), and Count to 1.
  4. Call it from an input event or a timer.

The full version (camera aim, muzzle offset, automatic fire) is in Tutorial 7. For a networked weapon, use the component in Tutorial 8.

Need help? Contact support.