Changelog

0.3.2

November 11th 2025

  • Updated to Unreal Engine 5.7
  • Added bool style GSWeaponAttributes
  • Fixed issue where some attributes would not get removed once the attachment was removed
  • Fixed issue where weapons in the editor viewport would start shooting before assets had compiled

0.3.1

November 11th 2025

  • Updated Demo Range and Arena Environments
  • Added non-playable targets to the range
  • Experimental replay support
  • Added spectator camera
  • Added more granularity to Multiplayer demo attachments

0.3.0

October 28th 2025

(BREAKING) Refactored animations away from the GSCharacter to prevent unnecessary hard references

  • Added support for Network Prediction Plugins Independent mode (Client-Auth only)
  • Added GAS integration and demo level
  • Fixed Server-auth aim being incorrect due to incorrectly applied interpolation
  • Improved standard targeting logic when the camera is close to a wall
  • Improved attribute naming in the attribute preview tab
  • New and improved VFX for existing weapons in the demo project

0.2.3

October 6th 2025

  • Added ReplicationMode param to projectiles and support for SimulatedPredicted projectiles which are predicted so that players can dodge them
  • Added a frame limit to rollbacks to prevent clients from rolling back further than desired (still limited by NPP, not recommended to use yet)
  • Improved projectiles visual blend functionality and exposed it to be overridden
  • Added a “Stat Gunsmith” command to easily view the worst Gunsmith performance offenders
  • Refactored Reload and ADS logic so that important logic is no longer being called from the cues
  • Refactored emitter client overrides so that clients now only send the desired frame rather than the full emitter cue to prevent cheating
  • Added value maps to Trigger and Target behaviors to allow passing data between components
  • Added a new bounce VFX to projectiles
  • Added knockback damage format to Gunsmith Examples
  • Added authority owned character example to the HitResponse test map
  • Fixed an issue where the weapon preview pawn would not rotate with the aim location
  • Fixed beam rifle animation offset issue with idle, reload and firing animations
  • Fixed Radial damage not being applied to the best result
  • Fixed projectile DamageOnDestruct damage formats from being called when a projectile bounces
  • Fixed late rollback requests not getting processed

0.2.2

September 19th 2025

(BREAKING) Refactored damage to use an instanced DamageFormat object so that it is easier to reimplement and reuse similar behaviours and allows future additions to be usable by all emitters. Damage numbers will need to be refactored to the new system. The old values have been left as visible only in the asset.

  • Added box shape for volume emitters
  • Added new meshes and animations for Beam Rifle and Rocket Launcher. Also started a new WIP Rocket Launcher weapon.
  • Added test level for split screen support
  • Added first pass for SplineMeshComponent based projectile trails
  • Improved hit redirections for projectiles
  • Automatically compiling Mutable object when displayed in the viewport without being compiled
  • Fixed the weapon asset pawn T-Posing if the pawn blueprint is compiled
  • Fixed spread and jitter being applied as integers rather than floats, causing low values to be ignored

0.2.1

August 29th 2025

  • Volume Emitters - Deal damage to targets within a cone (other shapes to come later)
  • Updated Shotgun weapon to use a Cone Emitter
  • Fixed an issue with reconciled damage not being reapplied correctly

0.2.0

August 15th 2025

0.1.3

August 1st 2025

  • Removed Gameplay Abilities module dependency
  • Improved projectile radial damage functionality
  • Consolidated rollback components Net Simulation into a single replicated actor to prevent unnecessary replication
  • Attributes now cache values to ensure it is available after the registered attribute goes out of scope
  • Fixed headless clients crashing
  • Added a player count stress test level
  • Rollback optimisations - Preventing physics state from being recreated each rollback and no longer moving colliders if it has not changed since last frame

0.1.2

July 21st 2025

  • Added shooting range level
  • Submitted playable demo to Steam (Coming soon!)
  • Fixed crash when editing beam gun on Mac

0.1.1

June 26th 2025

  • Improved gamepad support
  • Added Steam Sockets for testing the demo project via Steam
  • Cleaned up example project UI

Release (0.1.0)

June 12th 2025

  • Projectile and Beam Gun emitter implementation
  • Basic sample package
  • Custom weapon preview editor
  • Attachment/Attribute system
  • Fab Release