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.

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.
Shared variables across both weapon types.

2. Idle Settings & Attack Pattern

💤 Idle Settings and 🧩 Attack Pattern control most weapon-specific logic.

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Idle and Attack Pattern setup.

Idle Settings

Two idle states:

  1. Combat Ready
  2. Relaxed
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Example idle states (Combat Ready & Relaxed).
Delay transitions to relaxed after 2s.

Blend Weights

These determine how idle animations affect the upper body while moving.

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Animation blend weight setup.
1 = Fully Active / 0 = Not Active.

Attack Pattern

Define attacks, combos, and sequencing.

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Attack pattern editor interface.

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.
Keep IK values ≤ 0.2 to avoid unnatural hand movement.

4. Unequipping

Weapons can be unequipped in multiple ways.

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Unequip method options inside the weapon blueprint.

Hide Weapon vs. Socket

Method Preview
Hide Weapon – Weapon becomes invisible when unequipped.
Use Unequip Socket – Weapon is reattached to a socket.

Unequip Sockets

If using socket-based unequipping, set the socket name in the blueprint.

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Example of socket setup for unequipping.

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.