Weapon hierarchy
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.
Related systems
- 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.