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	<title>Weapon Raycasting &#8211; Unreal Engine Gamedev Notes</title>
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	<title>Weapon Raycasting &#8211; Unreal Engine Gamedev Notes</title>
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		<title>Implementing Weapon Raycasting for Unreal Engine Lyra-Based Third-Person Shooter Games</title>
		<link>https://devrespawn.com/implementing-weapon-raycasting-ue-lyra-tps-shooter-games/</link>
		
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		<pubDate>Thu, 02 Jan 2025 23:30:32 +0000</pubDate>
				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[C++]]></category>
		<category><![CDATA[Lyra]]></category>
		<category><![CDATA[Third-Person Shooter]]></category>
		<category><![CDATA[Unreal Engine]]></category>
		<category><![CDATA[Weapon Raycasting]]></category>
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					<description><![CDATA[In this post, I&#8217;ll demonstrate how I implemented weapon-based raycasting (line tracing from weapon) as an alternative to the default center-screen approach. Here is the in-game demonstration of the solution (from 1:04, 13 seconds). Red dynamic crosshair points to the actual hit location: &#160; Handled Challenges Ranged weapon vs screen raycasting hit locations (e.g. shooting [&#8230;]]]></description>
										<content:encoded><![CDATA[<p>In this post, I&rsquo;ll demonstrate how I implemented weapon&#x2d;based raycasting (line tracing from weapon) as an alternative to the default center&#x2d;screen approach. This is in the context of my Single&#x2d;player third&#x2d;person shooter game which is based on a Lyra Starter Game in Unreal Engine 5.4. Here is the in&#x2d;game demonstration of the solution (from 1:04, 13 seconds). Red dynamic crosshair points&#8230;</p>
<p><a href="https://devrespawn.com/implementing-weapon-raycasting-ue-lyra-tps-shooter-games/" rel="nofollow">Source</a></p>]]></content:encoded>
					
		
		
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