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BP_TacticalShooterWeapon

This is the base weapon Blueprint class. It handles most player actions, including:
  • Draw/Holster
  • Firing
  • Inspecting
  • Mag Check
  • Reloading

View Settings

Assign view settings for UE4 and UE5 mesh models here. When switching models, all weapons are forced to use the updated mannequin settings.

Weapon Animations

Assign all Anim Montages used by this weapon:
  • Draw
  • Holster
  • Reload Tactical
  • Reload Empty
  • Reload Start Empty
  • Reload Start Tactical
  • Reload Loop
  • Reload End
  • Inspect
  • Mag Check
  • Deploy Attachment (only used by Herrington 11-87 and SRM-12)
  • Stow Attachment (only used by Herrington 11-87 and SRM-12)
  • Fire
  • Fire Out

Firing settings

Here you can assign the Recoil Animation Data and Camera Shakes assets.
  • Max Ammo: Ammo capacity.
  • Fire Rate: Rounds per minute.
  • Burst Length: Number of rounds per burst.
  • Use Bursts: Enables burst mode.
  • Use Full Auto: Enables full‑auto.
  • Is One Handed: True for all pistols and sidearms (guns held with one hand).
  • Active Fire Mode: Default fire mode.

BPI Tactical Shooter Weapon

This Blueprint Interface is used by Animation Blueprints to get essential weapon info. Aim Point is a socket transform relative to the weapon. In the example above, the default AimPoint socket is used; Component space means relative to the weapon. Reload Weapon resets the current weapon ammo (e.g., when the reload animation ends). Get Ammo returns current and max ammo (used to animate magazine parts: spring, follower, cartridges).

Input blocking

While an action is playing (e.g., reload, mag check, inspect), weapons block other actions. All actions have a check before starting an action: