Skip to content
Media 0 for listing BasicWeaponSystem

Description

The BasicWeaponSystem is a versatile tool designed for developers who want to add weapons to their game without spending too much time on it. Our solution includes two ready-to-use Blueprints that can be easily placed on the map:

  1. BP_BasicWeaponSystem: Allows the player to interact with and pick up various types of weapons, such as swords, pistols, rifles, bows, etc.
  2. BP_Weapon(e.g. Sword, Gun etc.): Enables full customization of attacks, sounds, animations, and particle effects related to weapon usage. All these elements can be configured in the "Details" tab for each weapon. For instance, you can set the moment in the animation when the weapon is attached to the hand or the moment a sound effect, like a sword swing, is played.

This system is ideal for those who need weapon functionality in their game, but it's not a core element of the project. Weapon configuration is quick and allows you to save valuable time for other aspects of game development. Of course, the Blueprint responsible for weapon usage (attack, shooting, etc.) can be freely customized or expanded with additional features to suit your needs. You can also add your own widget to display the current ammo status, as shown in the example images.

CHANGELOG:

V1.1

  • Add new function - PermittedMaps. Checking whether a certain weapon or action (e.g., attack, drop weapon, equip, etc.) is allowed on a given map. This ensures that when loading a new map where a particular weapon is not expected to be used, the error ‘Blueprint Runtime Error: ‘Accessed None trying to read property XXXXX’ will not appear. The implementation guide is available at the following link: [LINK]

Included formats

  • logo of Unreal Engine format