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The Sci-Fi FPS Pack weapons are project-facing examples built on ShooterCore. The weapon Blueprint owns gameplay state and delegates presentation to its matching weapon-view component.

Weapon hierarchy

Start with Shooter runtime for the shared initialization, firing, ammo, weapon-view, and shotgun contracts. The sections below explain the product-specific Blueprint extensions.

ARX Mk2

BP_ARX_Mk2 adds a charge state around the inherited use and fire lifecycle. Its view starts charge presentation, maintains the charge loop, then stops charge effects when firing begins.

BP_ARX_Mk2 initializes its holograph and energy-charge behavior, part 1.

BP_ARX_Mk2 routes use input into the charge lifecycle, part 2.

BP_ARX_Mk2 releases its charged fire behavior, part 3.

BP_ARX_Mk2 resolves its view, fire rate, and aim point, part 4.

AC_ARX_Mk2 OnChargeStart begins charge audio, animation, and energy presentation.

AC_ARX_Mk2 OnChargeLoop sustains the charged presentation.

AC_ARX_Mk2 OnFire resolves charge presentation into the firing event.

M97

BP_M97 holds the grenade through the inherited item-use path, tracks its unpin timing, and releases it through its custom fire behavior.

BP_M97 Event Graph begins grenade hold and unpin timing, part 1.

BP_M97 Event Graph releases the grenade and evaluates aiming, part 2.

AC_M97 OnEquip prepares the grenade presentation.

AC_M97 OnUseItem starts the grenade-use animation sequence.

AC_M97 OnGrenadeLoop repeats the held-grenade presentation until release.

Onyx

BP_Onyx inherits the standard firearm lifecycle and lets its revolver view choose a reload presentation from the current missing-round count.

BP_Onyx connects the revolver weapon class to its pack view and firearm accessors.

AC_OnyxRevolver OnReload selects revolver reload presentation from ammunition state.

TP12

BP_TP12 uses BP_Shooter_Shotgun and AC_TP12 for shell reload, pump action, custom effects, and its authored aim point.

BP_TP12 connects the shotgun base to its custom view and effects, part 1.

BP_TP12 handles its custom aim point and pump-aware fire flow, part 2.

AC_TP12 OnFire adds TP12-specific presentation to the shared shotgun fire event.

Gepard and RPG90

BP_Gepard uses the standard ShooterCore weapon and weapon-view flow with its pack-specific assets. BP_RPG90 adds the collision, scene-capture, and backblast components required by its projectile presentation. Keep weapon-specific behavior in the product child Blueprint or view. Keep fire rate, ammunition, supported fire modes, and aim point on the weapon; keep montages, audio, recoil, animation settings, muzzle flash, and presentation effects on the view.
  • Use Gameplay animation for the settings and procedural graph used by character and weapon animation.
  • Use Recoil for recoil data and firing-state hookup.
  • Use Animation notifies for frame-specific reload, sound, visibility, and casing events.