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Inheritance and ownership

BP_Shooter_Shotgun is the shotgun specialization. Use it when a firearm needs the supplied AC_ShotgunView path.

Shooter character flow

Gameplay item initialization

Weapon contracts

UI and cross-module Blueprints should read state through these interfaces. They should not write ActiveAmmo directly.

Base weapon lifecycle

BP_Shooter_Weapon supplies TryInitialize and Fire. It participates in EquipItem, UseItem, StopUsingItem, Aim, Inspect, Reload, OnReloadAmmo, ChangeFireMode, and StopFire. A child normally configures data and implements accessors such as GetWeaponView, GetFireRate, and GetAimPoint. Keep the base firing and ammunition loop unless the weapon requires distinct behavior.

Weapon view events

Shotgun flow

BP_Shooter_Shotgun and AC_ShotgunView extend the base lifecycle with reload start, loop, end, and pump actions. Configure presentation in the view. Configure ammunition, capacity, rate, and supported modes on the weapon.

Sci-Fi implementation

BP_SciFi_Character inherits this shooter stack. Five supplied weapons derive from BP_Shooter_Weapon; BP_TP12 derives from BP_Shooter_Shotgun. See Weapon blueprints for their concrete view components and authored assets.