Advanced Weapon Component – Blueprint-Only, Fully Customizable

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Roadmap

These are the changes planned for the product. All buyers will receive them for free.

Ongoing:

Future plans:

Configuration

/All/Game/WeaponComponent/Data

E_BulletType

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Description

Possible values

E_FireMode

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Description

Possible values

E_SpreadType

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Description

Possible values

E_BurstType

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Description

Possible values

S_WeaponFire

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Description

Parameters

S_SpreadAngle

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Description

Parameters

S_SpreadPattern

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Description

Parameters

S_WeaponSpread

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Description

Parameters

S_WeaponRecoil

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Description

Parameters

S_BurstSpreadAngle

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Description

Parameters

S_WeaponBurst

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Description

Parameters


S_WeaponAmmo

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Description

Parameters

 

S_WeaponFX

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Description

Parameters

S_WeaponData

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Description

Events

OnBulletHit

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Description

Arguments

OnBulletShot

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Description

Arguments

OnMagazineEmpty

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Description

OnOutOfAmmo

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Description

OnWeaponFired

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Description

Projectile

The Projectile Actor used for the Advanced Weapon Component is BP_WeaponProjectile.

It is a simple Projectile type Actor that only has two important updates:

  1. Calls BulletHit event from AC_AdvancedWeaponComponent when Hit event occurs
  2. Uses custom collision settings: object type is Destructible and response to Destructible is "Ignore"
    • this setup is done in order for burst to work accordingly when using projectiles - projectile should not collide with each other

Any custom Projectile can be used as long as it calls BulletHit when Hit event occurs and uses object type that does not respond to itself. Aside from that, the type of "ProjectileType" variable in "S_WeaponFire" should be changed from "BP_WeaponProjectile" to custom provided Projectile type.

Known Bugs

Recoil

  1. Decay recoil overshoots Done
  2. Decay recoil speed timeline is not used - it has linear decay Done

General Shooting

  1. Shooting spread is not reset if no recoil applied Done
  2. In example, effects are not shown if the bullets do not hit Done