03. Weapons ‐ Overview - dylogaming/CombatComponent GitHub Wiki
BP_Weapon
BP_Weapon is the base parent class. Children are located in the Weapons 📁 folder, each with modified settings.
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Overview of BP_Weapon and its children. |
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1. Weapon Types
There are two weapon categories: Melee and Ranged. Both share the same variable structure.
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Weapon categories defined and used in logic. |
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Shared variables across both weapon types. |
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2. Idle Settings & Attack Pattern
💤 Idle Settings and 🧩 Attack Pattern control most weapon-specific logic.
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Idle and Attack Pattern setup. |
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Idle Settings
Two idle states:
- Combat Ready
- Relaxed
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Example idle states (Combat Ready & Relaxed). |
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Delay transitions to relaxed after 2s. |
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Blend Weights
These determine how idle animations affect the upper body while moving.
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Animation blend weight setup. |
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1 = Fully Active / 0 = Not Active. |
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Attack Pattern
Define attacks, combos, and sequencing.
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Attack pattern editor interface. |
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3. IK (Inverse Kinematics)
IK uses spheres attached to the weapon mesh.
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Red = Right Hand, Blue = Left Hand. Enable 👾 Debug? to visualize spheres. |
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Keep IK values ≤ 0.2 to avoid unnatural hand movement. |
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4. Unequipping
Weapons can be unequipped in multiple ways.
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Unequip method options inside the weapon blueprint. |
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Hide Weapon vs. Socket
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Hide Weapon – Weapon becomes invisible when unequipped. |
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Use Unequip Socket – Weapon is reattached to a socket. |
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Unequip Sockets
If using socket-based unequipping, set the socket name in the blueprint.
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Example of socket setup for unequipping. |
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Smooth Transitions
Use BP_AN_Equip/Unequip animation notifies to sync attachment during unequip.
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Notify triggers for syncing animation and socket attachment. |
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