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Proper way to handle bullet and magazines after eject

Is there a standard way to handle bullets and magazines that have been ejected?

For example... should a make a bullet an actor blueprint with projectile motion so i can spawn multiple when the gun is automatic?

And for magazines... how would i handle the ejected magazine.. i suppose most people just loop it back in so its reinserting the same magazine that they just ejected.. which i could handle that just by animating the bullet position in the clip by sliding them down i suppose when its ejected (if empty) and moving them back up before it comes back into view. but im setting up 3rd person/first person hybrid.. so.. no 2 arm rigs.. all the aiming and reloading will be visible to all clients.

so.. if i eject a mag... how and want it to sit on the ground for say 30 seconds before it despawns... how do i get a second magazine to spawn into the animation?

i dont really have to animate the bullet shells... they wont even really be there until the gun is ejected to thats fine.. but this magazine / clip thing has me stumped.

Product Version: UE 4.10
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asked Feb 24 '16 at 03:06 PM in Using UE4

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Bajungadustin
15 6 9 12

avatar image Bajungadustin Feb 29 '16 at 12:02 PM

no one? (10 chars)

avatar image RagerK Sep 22 '16 at 02:31 AM

I know its an old post, im working on the same thing... Did you come up with anything? Im playing around with some things, I think ill try the magazine as an actor idea you had... Ill let you know how it goes

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