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  <url>
    <loc>https://www.blackmothgames.com/development-blog/the-start-of-a-new-title</loc>
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  <url>
    <loc>https://www.blackmothgames.com/development-blog/fbr-implentation</loc>
    <changefreq>monthly</changefreq>
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    <lastmod>2024-02-18</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/65bd2ba5d4f3af05217194ff/aa69d979-a053-4dfe-b1af-410c336bb7c5/FBR+Structure.png</image:loc>
      <image:title>Development Blog - FBR (Fussion Battle Rifle): circa 2.11.2024 - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/65bd2ba5d4f3af05217194ff/1707691177263-IXKCZBGEJS47O1KNABDU/BP_FBR.png</image:loc>
      <image:title>Development Blog - FBR (Fussion Battle Rifle): circa 2.11.2024 - BP_FBR</image:title>
      <image:caption>Important settings: Muzzle Flash, Tracer System, and the required bools to trigger muzzle and tracer.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/65bd2ba5d4f3af05217194ff/1707691177603-5GFQB7U43IGM470X8ZP5/FBR_Beam.png</image:loc>
      <image:title>Development Blog - FBR (Fussion Battle Rifle): circa 2.11.2024 - FBR Beam VFX</image:title>
      <image:caption>Again, basic hardly worthy of based.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/65bd2ba5d4f3af05217194ff/1707695173478-7KQJUSUEUKZ8IJZ8P91B/FBR_Cosmetics.png</image:loc>
      <image:title>Development Blog - FBR (Fussion Battle Rifle): circa 2.11.2024 - Cosmetic Tags</image:title>
      <image:caption>Tags that define how the Animation Layers will link (and where).</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/65bd2ba5d4f3af05217194ff/1707695252313-MW4X1RS26W0TAFW4C56J/FBR_Montages.png</image:loc>
      <image:title>Development Blog - FBR (Fussion Battle Rifle): circa 2.11.2024 - Montages</image:title>
      <image:caption>Stow and draw montages for the FBR.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/65bd2ba5d4f3af05217194ff/1707695188693-8SAUFNSIZBQ76Y5EFO8O/FBR+Recoil.png</image:loc>
      <image:title>Development Blog - FBR (Fussion Battle Rifle): circa 2.11.2024 - Recoil Data</image:title>
      <image:caption>Required data so that the procedural recoil system will function appropriately.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/65bd2ba5d4f3af05217194ff/1707695204942-FMT2C0NXG1KFLFQH5M4N/FBR+Internal+Params.png</image:loc>
      <image:title>Development Blog - FBR (Fussion Battle Rifle): circa 2.11.2024 - Internal Parameters</image:title>
      <image:caption>Parameters that are used when doing line traces. Slightly different with projectile, but not much.</image:caption>
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    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/65bd2ba5d4f3af05217194ff/1707695275445-GK10AUEDWIQC155TTCGO/FBR+Animation.png</image:loc>
      <image:title>Development Blog - FBR (Fussion Battle Rifle): circa 2.11.2024 - Animation Layers</image:title>
      <image:caption>Animation Blueprint that governs the primary state transitions.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/65bd2ba5d4f3af05217194ff/5805c1e7-7b91-47bf-8c89-0719cfed083b/FBR_Equipment.png</image:loc>
      <image:title>Development Blog - FBR (Fussion Battle Rifle): circa 2.11.2024 - Make it stand out</image:title>
      <image:caption>WID_FBR Settings.</image:caption>
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    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/65bd2ba5d4f3af05217194ff/53c3ffcb-26f2-48bf-a8d0-747917352d09/Screenshot+2024-02-11+194052.png</image:loc>
      <image:title>Development Blog - FBR (Fussion Battle Rifle): circa 2.11.2024 - Make it stand out</image:title>
      <image:caption>Additional Montage - Montage to be played after initial fire (like with bolt action rifles). Failure Montage Delay Time - Time to delay shot failures. Fire Delay Time Seconds - How long to wait between shots. Trace Max Distance - Maximum distance to trace for object. Auto Rate - Remnants of testing or something else. Ionno. Needs removal.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/65bd2ba5d4f3af05217194ff/ccc82000-b54c-46b6-8cd3-b56a70b187ea/Screenshot+2024-02-11+194849.png</image:loc>
      <image:title>Development Blog - FBR (Fussion Battle Rifle): circa 2.11.2024 - Make it stand out</image:title>
      <image:caption>Can Trigger Failure Montage - Can we even trigger the failure montage for the fire ability? Gameplay Effect Control Handle Struct and GCNParameter - Targeting information and Gameplay Effect information used within the Blueprint. Gameplay Cue Tag Firing - This is the GameplayTag that links the Gameplay Cue (Firing) for the FBR and the Gameplay Ability. Gameplay Cue Tag Impact - This is the GameplayTag that links the Gameplay Cue (Impacts) for the FBR and the Gameplay Ability. Actor to Spawn on Impact - Vector field Actor for pushback. GEDamge - This is all things damage with regards to the FBR (GE_Damage_FBR). Time for a slight detour to explore this GameplayEffect (Shown below is the modified parameters):</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/65bd2ba5d4f3af05217194ff/fa1783bf-e45e-476e-8655-21d5f3bccb84/Screenshot+2024-02-11+200121.png</image:loc>
      <image:title>Development Blog - FBR (Fussion Battle Rifle): circa 2.11.2024 - Make it stand out</image:title>
      <image:caption>Executions | Calculation Class - This defines what happens with this effect. In this instance, ‘apply damage’. Executions | Calculation Modifiers | Scalable Float Magnitude - The amount of damage to apply to the target. Tags | GameplayEffectAssetTag - Tags that define the behavior of the effect. As well as to track where the damage is coming from. In this instance, the FBR.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/65bd2ba5d4f3af05217194ff/7f0a196f-018a-486e-a8e5-5bfe04047bf8/Screenshot+2024-02-11+200737.png</image:loc>
      <image:title>Development Blog - FBR (Fussion Battle Rifle): circa 2.11.2024 - Make it stand out</image:title>
      <image:caption>Object Types - Which types of Actors will the traces interact with. Debug Draw Type - Hmmmmm. It’s what you think it is. Trust me. Offset GCN - Offset to apply to a Gameplay Cue Notify (if needed). GCN Location - Location data to pass to the Firing Gameplay Cue Notify. GCN Normal - Normal data to pass to the Firing Gameplay Cue Notify. Impact Positions - Hit locations as a result of the firing. End point of a trace. Impact Normals - Hit normal as a result of the firing. Direction in which the trace impacted. Impact Surface Types - Surface Type at the end of the trace.</image:caption>
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      <image:title>Development Blog - FBR (Fussion Battle Rifle): circa 2.11.2024 - Make it stand out</image:title>
      <image:caption>Some website selling this book.</image:caption>
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    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/65bd2ba5d4f3af05217194ff/97aea1b3-401f-486b-8829-b6b00e5d01bc/Screenshot+2024-02-13+191420.png</image:loc>
      <image:title>Development Blog - FBR (Fussion Battle Rifle): circa 2.11.2024 - Make it stand out</image:title>
      <image:caption>Activation Policy - On Input Triggered, While Input Active and On Spawn are the choices. Should be clear as to what is what. Activation Group - Plays a part in ability activation (side steps technical rabbit hole). Most used case is the Independent Group. Costs | Additional Costs - Lumping this together. This whole section defines how ammo is consumed by the weapon. Typical settings pictured above. Advanced Section - The majority of these are Client/Sever related and the settings pictured here are working for us. Though I might have to come back and update if that isn’t the case. Most important is Replication Policy. This tells the Engine how the ability will replicate across the network.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/65bd2ba5d4f3af05217194ff/15170902-d5c8-41dd-af31-333d9495697f/Screenshot+2024-02-13+192814.png</image:loc>
      <image:title>Development Blog - FBR (Fussion Battle Rifle): circa 2.11.2024 - Make it stand out</image:title>
      <image:caption>TAGS! - There seemed to be contention surrounding this among the community. I personally like it. It provides a nice robust way to track various things happening with relation to a particular game. Anyways: Ability Tags - Just a tag to identify the ability. It can go more granular, but for meow that works. Activation Owned Tags - These are the tags that get applied to any given character that might be firing their weapon. Source Blocked Tags - Pushing and popping Ability.Weapon.NoFiring to the character tag stack disables and enables (respectively) weapon firing at the player level . Triggers | Ability Triggers - For more info on the input system we’re using, visit here. The tag pictured here is mapped to the left mouse button.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/65bd2ba5d4f3af05217194ff/2619f81f-b71e-474e-a00a-4593c5621b5e/Screenshot+2024-02-13+193750.png</image:loc>
      <image:title>Development Blog - FBR (Fussion Battle Rifle): circa 2.11.2024 - Make it stand out</image:title>
      <image:caption>Fire ability is set.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/65bd2ba5d4f3af05217194ff/f2c41ae9-69e5-4e26-984e-f6c772a19f54/Screenshot+2024-02-13+194922.png</image:loc>
      <image:title>Development Blog - FBR (Fussion Battle Rifle): circa 2.11.2024 - Make it stand out</image:title>
      <image:caption>Reload Montage - The montage that we’ll need to play. I still need to create it! Play Rate - The speed to play the montage at. Did Block Firing - Debug stuffz.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/65bd2ba5d4f3af05217194ff/718494b0-bae1-4c0c-be56-4d4292107bc8/Screenshot+2024-02-15+192557.png</image:loc>
      <image:title>Development Blog - FBR (Fussion Battle Rifle): circa 2.11.2024 - Make it stand out</image:title>
      <image:caption>The main thing of note here is the AN_AttachMagTo_Hand and AN_AttachMagTo_Weapon. This switches the mag from the weapon to the hand and back. It’s done this way to eliminate any potential visibility/creation/destruction issues.</image:caption>
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    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/65bd2ba5d4f3af05217194ff/66d511dc-8ef7-4ed6-aa3c-1226e7d1793f/Screenshot+2024-02-15+193405.png</image:loc>
      <image:title>Development Blog - FBR (Fussion Battle Rifle): circa 2.11.2024 - Make it stand out</image:title>
      <image:caption>The GameplayCue.Weapon.FBR.Reload (Burst) is used to to trigger a Gameplay Cue. Main things of note here is the Camera Shakes and the Gameplay Cue Tag. You should have an understanding of Camera Shakes. The Gameplay Cue Tag is link via the above montage.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/65bd2ba5d4f3af05217194ff/38a603c4-79d9-4bed-8ea1-3089091d7244/Screenshot+2024-02-15+194322.png</image:loc>
      <image:title>Development Blog - FBR (Fussion Battle Rifle): circa 2.11.2024 - Make it stand out</image:title>
      <image:caption>Montage plugged into GA_Weapon_Reload_FBR!</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/65bd2ba5d4f3af05217194ff/cdcfb909-503a-42c2-b487-3506e4000c69/Screenshot+2024-02-15+194551.png</image:loc>
      <image:title>Development Blog - FBR (Fussion Battle Rifle): circa 2.11.2024 - Make it stand out</image:title>
      <image:caption>The GA_Weapon_Reload_FBR set into the AbilitySet_FBR!</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/65bd2ba5d4f3af05217194ff/9c0100fc-c8e9-4d2e-8045-b9b13258528d/Screenshot+2024-02-15+195336.png</image:loc>
      <image:title>Development Blog - FBR (Fussion Battle Rifle): circa 2.11.2024 - Make it stand out</image:title>
      <image:caption>And finally the AbilitySet_FBR into the WID_FBR (Equipment Definition)</image:caption>
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      <image:title>Development Blog - FBR (Fussion Battle Rifle): circa 2.11.2024 - Make it stand out</image:title>
      <image:caption>ID_FBR - Inventory Item Definition.</image:caption>
    </image:image>
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    <loc>https://www.blackmothgames.com/who</loc>
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