Sci-Fi weapon Blueprints
Find these in/Game/KINEMATION/Sci-fi_FPS_Pack/Blueprints/Weapons. Their view components are in Components.

Each weapon has a matching presentation component.
ARX Mk2
The ARX adds charging before firing.OnChargeStart begins the animation, audio, and energy effects. OnChargeLoop keeps the held charge visible. OnFire ends the charge presentation and plays the shot.

Charge presentation starts in the ARX view.
Gepard
Use Gepard as the starting point for a standard firearm. Its child view supplies animation settings, montage pairs, fire sound, and muzzle effects while the base weapon handles firing and ammunition.M97
The grenade has unpin, hold, and release stages.UnpinTime and MinUnpinTime belong to its timing logic. The view plays the draw and use animations, then repeats OnGrenadeLoop until release.

The grenade view keeps the hold animation playing until release.
Onyx
The revolver view chooses the reload animation from the number of missing rounds. When replacing its reloads, keep the weapon and character pairs together and preserve the ammunition notify.
Onyx selects a reload from ammunition state.
RPG90
The launcher includes scene capture for its scope and backblast presentation. Its aim-point accessor supplies the transform used for sight alignment. Check the scope and rear effect as well as the hands when replacing the launcher mesh.TP12
TP12 derives fromBP_Shooter_Shotgun. Its view plays reload start, shell insertion, reload end, and pump animations. A_W_TP12_Reload_Loop uses the reload-ammo notify; A_W_TP12_Pump uses the casing notify.

TP12 extends the firing presentation with its own effects.