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UE5 Weapon System - Advanced Reload & Ammo System | Unreal Engine 5 Tutorials
UE5 Weapon System For Beginners - Reload & Ammo System | Unreal Engine 5 Tutorial
Build a complete reload and ammo system in Unreal Engine 5 — 100% in Blueprints! In this beginner-friendly tutorial, you'll create a professional ammo management system with a HUD, event dispatchers for performance, reload animations, and anti-spam protection.
This is Part 2 of the UE5 Weapon System series. Most UE5 reload tutorials just do "ammo = ammo - 1" and call it a day. This tutorial goes further — you'll learn the proper architecture for connecting your weapon, player character, and UI using Event Dispatchers (instead of performance-heavy binding), syncing ammo updates with reload animations using timers, and preventing players from firing or spamming reload during the animation.
What you'll build:
• PlayerHUD widget with live ammo counter & crosshair
• Ammo variables system (current ammo, magazine size, ammo reserve)
• Event Dispatcher pattern for efficient UI updates (no binding!)
• Full reload logic with partial reload support
• Reload animation montage synced with ammo updates
• isReloading boolean — prevent firing & reload spam during animation
• Performance optimization: save weapon reference instead of casting every shot
Chapters:
0:00 - Intro & Result Preview
0:43 - Creating PlayerHUD Widget (Ammo Text + Crosshair)
2:54 - Adding & Importing Crosshair Image
4:42 - Adding HUD to Player Character
6:00 - Performance Fix: Save Weapon Reference (Stop Casting Every Shot)
7:12 - Setting Up Ammo Variables (Current Ammo, Magazine Size, Ammo Reserve)
8:10 - Reload Spam Prevention Setup
9:35 - Empty Ammo Check (Can't Fire at Zero)
9:49 - Subtracting Ammo Per Shot
11:09 - Why UI Binding Is Bad for Performance
12:10 - Creating OnAmmoChange Event Dispatcher
13:13 - BroadcastAmmoChange Function
14:25 - Binding Event Dispatcher in PlayerHUD
16:52 - Updating UI Text (Set Text Function)
18:14 - Calling Broadcast on Begin Play (Initial Ammo Display)
19:42 - Reload System Overview (Current Ammo vs Magazine Size vs Reserve)
21:55 - Reload Logic: Calculating Ammo to Load
23:33 - Min Node: Handling Partial Reserve Ammo
24:44 - Setting New Current Ammo & Ammo Reserve
25:47 - Auto-Reload When Ammo Hits Zero
27:06 - Manual Partial Reload (Press R)
28:39 - Input Mapping for Reload (IA Reload + IMC)
30:10 - Reload Animation Montage Setup
31:00 - ReloadMontage Function (Play Montage)
33:36 - Set Timer by Function Name (Sync Ammo Update with Animation)
35:09 - isReloading Boolean (Prevent Reload Spam)
36:26 - Set Reloading False After Animation Finishes
37:03 - Final Fix: Can't Fire During Reload
38:04 - Outro
🔧 Unreal Engine 5 Blueprint nodes covered:
Create Widget, Add to Viewport, Event Dispatcher, Bind Event, Call Event Dispatcher, Cast To, Set Timer by Function Name, Clear Timer by Function Name, Min (Math), Play Montage, Get Anim Instance, Set Text, Get Player Controller, Get Controlled Pawn, Get Child Actor, Promote to Variable, Branch (Boolean Check)
This tutorial is part of my UE5 Weapon System series for beginners. Watch the other parts:
→ Part 1: Shoot Automatic & Single Fire — https://www.youtube.com/watch?v=8Qj2M0SPb5g
→ Part 3: Switching Between Multiple Weapons — https://www.youtube.com/watch?v=QB2V_D0Mavw
Free assets used: FPS Weapon Bundle (Fab/Epic Games Store), Reload Animation Montage (Mixamo)
If this tutorial helped you, drop a like and subscribe for more Unreal Engine 5 game development tutorials! 🎮
#UE5 #UnrealEngine5 #UE5Tutorial #GameDevelopment #WeaponSystem #ReloadSystem #AmmoSystem #Blueprint #FPS #GameDev #UnrealEngine #BeginnerTutorial
Видео UE5 Weapon System - Advanced Reload & Ammo System | Unreal Engine 5 Tutorials канала Sumant Game Dev
Build a complete reload and ammo system in Unreal Engine 5 — 100% in Blueprints! In this beginner-friendly tutorial, you'll create a professional ammo management system with a HUD, event dispatchers for performance, reload animations, and anti-spam protection.
This is Part 2 of the UE5 Weapon System series. Most UE5 reload tutorials just do "ammo = ammo - 1" and call it a day. This tutorial goes further — you'll learn the proper architecture for connecting your weapon, player character, and UI using Event Dispatchers (instead of performance-heavy binding), syncing ammo updates with reload animations using timers, and preventing players from firing or spamming reload during the animation.
What you'll build:
• PlayerHUD widget with live ammo counter & crosshair
• Ammo variables system (current ammo, magazine size, ammo reserve)
• Event Dispatcher pattern for efficient UI updates (no binding!)
• Full reload logic with partial reload support
• Reload animation montage synced with ammo updates
• isReloading boolean — prevent firing & reload spam during animation
• Performance optimization: save weapon reference instead of casting every shot
Chapters:
0:00 - Intro & Result Preview
0:43 - Creating PlayerHUD Widget (Ammo Text + Crosshair)
2:54 - Adding & Importing Crosshair Image
4:42 - Adding HUD to Player Character
6:00 - Performance Fix: Save Weapon Reference (Stop Casting Every Shot)
7:12 - Setting Up Ammo Variables (Current Ammo, Magazine Size, Ammo Reserve)
8:10 - Reload Spam Prevention Setup
9:35 - Empty Ammo Check (Can't Fire at Zero)
9:49 - Subtracting Ammo Per Shot
11:09 - Why UI Binding Is Bad for Performance
12:10 - Creating OnAmmoChange Event Dispatcher
13:13 - BroadcastAmmoChange Function
14:25 - Binding Event Dispatcher in PlayerHUD
16:52 - Updating UI Text (Set Text Function)
18:14 - Calling Broadcast on Begin Play (Initial Ammo Display)
19:42 - Reload System Overview (Current Ammo vs Magazine Size vs Reserve)
21:55 - Reload Logic: Calculating Ammo to Load
23:33 - Min Node: Handling Partial Reserve Ammo
24:44 - Setting New Current Ammo & Ammo Reserve
25:47 - Auto-Reload When Ammo Hits Zero
27:06 - Manual Partial Reload (Press R)
28:39 - Input Mapping for Reload (IA Reload + IMC)
30:10 - Reload Animation Montage Setup
31:00 - ReloadMontage Function (Play Montage)
33:36 - Set Timer by Function Name (Sync Ammo Update with Animation)
35:09 - isReloading Boolean (Prevent Reload Spam)
36:26 - Set Reloading False After Animation Finishes
37:03 - Final Fix: Can't Fire During Reload
38:04 - Outro
🔧 Unreal Engine 5 Blueprint nodes covered:
Create Widget, Add to Viewport, Event Dispatcher, Bind Event, Call Event Dispatcher, Cast To, Set Timer by Function Name, Clear Timer by Function Name, Min (Math), Play Montage, Get Anim Instance, Set Text, Get Player Controller, Get Controlled Pawn, Get Child Actor, Promote to Variable, Branch (Boolean Check)
This tutorial is part of my UE5 Weapon System series for beginners. Watch the other parts:
→ Part 1: Shoot Automatic & Single Fire — https://www.youtube.com/watch?v=8Qj2M0SPb5g
→ Part 3: Switching Between Multiple Weapons — https://www.youtube.com/watch?v=QB2V_D0Mavw
Free assets used: FPS Weapon Bundle (Fab/Epic Games Store), Reload Animation Montage (Mixamo)
If this tutorial helped you, drop a like and subscribe for more Unreal Engine 5 game development tutorials! 🎮
#UE5 #UnrealEngine5 #UE5Tutorial #GameDevelopment #WeaponSystem #ReloadSystem #AmmoSystem #Blueprint #FPS #GameDev #UnrealEngine #BeginnerTutorial
Видео UE5 Weapon System - Advanced Reload & Ammo System | Unreal Engine 5 Tutorials канала Sumant Game Dev
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