BP_LPAMG_WEP
Introduction
The Weapon Blueprint (BP_LPAMG_WEP) is the blueprint in the asset that drives all the logic behind the weapons in the asset.
This basically contains everything to do with playing animations, spawning particles and any of the other functions that the weapons have.
You can find the Weapon Blueprint at this path: LowPolyAnimatedModernGuns/Demo/Core/Weapons/BP_LPAMG_WEP
Editable Variables
First Person Sequence Pose Idle. This is the Animation Sequence used as an Idle Pose.
First Person Sequence Pose Aim. This is the Animation Sequence used as an Aim Pose.
First Person Sequence Loop Run. This is the Animation Sequence used as a loop for running.
First Person Montage Character Fire. The first person montage played on the character when firing.
First Person Montage Character Holster. The first person montage played on the character when holstering.
First Person Montage Character Unholster. The first person montage played on the character when unholstering.
First Person Montage Character Reload. The first person montage played on the character when reloading.
First Person Montage Character Reload Empty. The first person montage played on the character when reloading empty.
First Person Montage Character Inspect. The first person montage played on the character when inspect.
First Person Montage Weapon Fire. The first person montage played on the weapon when firing.
First Person Montage Weapon Reload. The first person montage played on the weapon when reloading.
First Person Montage Weapon Reload Empty. The first person montage played on the weapon when reload empty.
First Person Montage Weapon Holster. The first person montage played on the weapon when holster.
First Person Montage Weapon Unholster. The first person montage played on the weapon when unholstering.
First Person Sequence Pose Crouch. This is the Animation Sequence played as a base pose when crouching.
First Person Sequence Pose Lowered. This is the Animation Sequence played as a base pose when lowered.
First Person Montage Character Grenade Throw. The first person montage played on the character when throwing a grenade.
First Person Montage Character Grenade Throw Additive. The first person montage played on the character when throwing a grenade.
First Person Montage Character Knife Attack. The first person montage played on the character when meleeing.
First Person Montage Character Knife Attack Additive. The first person montage played on the character when meleeing.
First Person Montage Character Unholster Quick. The first person montage played on the character when unholstering quickly.
First Person Montage Character Holster Quick. The first person montage played on the character when holstering quickly.
Third Person Sequence Pose Standing Holstered. The third person Animation Sequence used when the character is in the Standing state and has an item equipped but Holstered.
Third Person Sequence Pose Standing Unholstered. The third person Animation Sequence used when the character is in the Standing state and has an item equipped but Unholstered.
Third Person Sequence Pose Crouching Holstered. The third person Animation Sequence used when the character is in the Crouching state and has an item equipped but Holstered.
Third Person Sequence Pose Crouching Unholstered. The third person Animation Sequence used when the character is in the Crouching state and has an item equipped but Unholstered.
Third Person Sequence Loop Weapon Jog. The third person Animation Sequence played on the upper body (weapon) while jogging.
Third Person Sequence Loop Weapon Sprint. The third person Animation Sequence played on the upper body (weapon) while sprinting.
Third Person Sequence Loop Weapon Sprint Impulse. The third person Animation Sequence played on the upper body (weapon) while sprinting impulse.
Third Person Montage Character Fire. The third person montage played on the character when firing.
Third Person Montage Character Reload. The third person montage played on the character when reloading.
Third Person Montage Character Reload Empty. The third person montage played on the character when reloading empty.
Third Person Montage Character Inspect. The third person montage played on the character when inspecting.
Third Person Montage Weapon Fire. The third person montage played on the weapon when firing.
Third Person Montage Weapon Reload. The third person montage played on the weapon when reloading.
Third Person Montage Weapon Reload Empty. The third person montage played on the weapon when reloading empty.
Can Hide Ironsights. Setting this value to true will make it so that the weapon’s ironsights sometimes get hidden when randomizing attachments. We don’t really use this nowadays but we used to use it, so it’s always nice to have it around.
Array Static Mesh Muzzles. Array of all the Static Meshes that we can use as a muzzle attachment.
Array Static Mesh Scopes. Array of all the Static Meshes that we can use as a scope attachment.
Array Static Mesh Lasers. Array of all the Static Meshes that we can use as a laser attachment.
Array Static Mesh Grips. Array of all the Static Meshes that we can use as a grip attachment.
Array Static Mesh Magazines. Array of all the Static Meshes that we can use as a magazine attachment.
Array Grip Data. Array of Data Asset files storing information about all possible Grip attachments that this weapon can have.
Laser Visibility Toggles. Array of toggles determining whether the laser beam is visible or not based on what laser mesh we have enabled on this weapon.
Array Scope Translations. Array of offsets to add to the weapon bone based on the scope mesh that is equipped.
Rate Of Fire. The rate at which this weapon can be fired.
Name Third Person Socket. Name of the socket on the third person character mesh in which this weapon has to be parented.
Offset Action Location. Location offset value applied when playing montages.
Offset Action Rotation. Rotation offset value applied when playing montages.
Casing Class. This is the class of the Casing Actor. This basically determines what blueprint gets spawned as a casing.
Casing Offset. Offset from the casing socket at which the Casing Blueprints get spawned.
Casing Impulse Range. Range of possible impulses which we can apply to spawned casings.
Fire Sound Volume Multiplier. Value to multiply the firing sound volume by.
Array Fire Sounds. Array of firing sounds that can be played when firing with this weapon.
Array Fire Emitter Templates. Array of firing emitters that can be spawned when firing this weapon.
Texture Icon Body. Icon that represents the weapon’s body.
Texture Icon Magazine. Icon that represents the weapon’s magazine.
Array Texture Icon Muzzles. Array of icons representing all the possible muzzles that this weapon can have attached.
Array Texture Icon Ironsights Back. Array of icons representing all the possible back iron sights that this weapon can have attached.
Array Texture Icon Ironsights Front. Array of icons representing all the possible front iron sights that this weapon can have attached.
Array Texture Icon Lasers. Array of icons representing all the possible lasers that this weapon can have attached.
Array Texture Icon Scopes. Array of icons representing all the possible scopes that this weapon can have attached.
Skins. Data Asset containing all skins that can be applied to this weapon.
Sound Cues. Data Asset containing all sound cues that can be played for this weapon. Name. The name of the item. We use this value to display the item’s name in the interface.
Crosshair Size. Default size of the crosshair interface element when this item is equipped.
Crosshair Firing Multiplier. Value to multiply the crosshair size by when firing. This makes sure that the crosshair keeps getting bigger when shooting.
Crosshair Increase Curve. Float Curve that determines how the crosshair increases in size when it needs to do so.
Crosshair Return Curve. Float Curve that determines how the crosshair returns to its normal size.
Fire Delay. Determines how long after the firing animation starts playing the weapon will actually play the firing effects.
Private Variables
Random Stream. Random Stream.
Attachments Scale. Current scale of the attachments.
Skin Equipped. The skin equipped on the weapon.
Active Montage. The currently-active montage.
Functions
Randomize Skin. Randomizes the skin equipped on the weapon. It picks a different one from the Skins Data Asset.
Set Attachments Scale. Sets the scale of the weapon’s attachments.
Randomize Attachment Meshes. Randomizes the meshes used as attachments.
Get Socket Grip Parent. Returns the information needed to parent the Grip attachment.
Get Socket Muzzle Parent. Returns the information needed to parent the Muzzle attachment.
Get Socket Laser Parent. Returns the information needed to parent the Laser attachment.
Get Socket Scope Parent. Returns the information needed to parent the Scope attachment.
Get Socket Ironsights Parent. Returns the information needed to parent the Iron sight attachment.
Attach Attachments. Attaches the attachments to the correct parents.
Are Attachments Visible Pure. Returns true if the weapon’s attachments are currently visible. False if they’re too small, or are directly set to be hidden.
Get Fire Emitter Template. Returns the Emitter Template to spawn when firing this weapon.
Get Fire Sound. Returns the Sound Cue to play when firing this weapon.
Apply Selected Skin. Applies the selected skin to the weapon.
Eject Casing. Ejects a casing from the casing socket.
Get Iron sight Visibility. Returns true if this weapon’s iron sights need to be visible. This function is here so we can override it for weapons that have more specific needs in terms of when this part is visible.
Graphs
Event Graph. This is the main Event Graph that all blueprints in the Unreal Engine have.
Graph Input. This graph contains all the input-related events.
Graph Utility. This graph contains all the utility events that are built into the blueprint.
Graph Interfaces. This graph contains all implementations of interface functions that this blueprint needs.
Cached Graphs (CGraphs)
Input Action Fire Pressed. This graph contains all the logic that happens when the player presses the fire input button.
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