Creating a New Weapon Preset

Introduction

This guide will focus on explaining how to add a new Weapon Preset to the asset. First, though, let's explain what that actually means: a Weapon Preset represents a set of attachments and a camouflage for a weapon. They're very useful when trying to quickly update a weapon to match a given preset.

With that out of the way, let’s begin.

Guide

  • First, we need to locate the Data Table in the assets that contains all the Weapon Presets or create a new one to use for our weapon.

    • You can find the main Presets file we use in the project here: "LowPolyShooterPack/Data/Weapons/Presets/DT_LPSP_WEP_Presets_01".

  • If you want to create a new data table to store your preset, you can do so by simply duplicating the existing one or by right-clicking in the "Content Browser" and selecting "Miscellaneous/Data Table" and then choosing "SPreset" as the row structure.

  • If you open the file, you'll see many ready-made presets. These are the ones we use for the weapons in the asset and are essentially the same ones you see in our main Playground demo level, for the most part.

  • These are the presets you would need to modify in order to change the appearance of some of the default weapons, for example.

In the specific case that you would like to modify the appearance of a default weapon, you can just modify its "Default-..." preset. For instance, to modify the default AR_01 attachments/skin, you just need to update "Default-Assault-Rifle-01".

  • To add a new preset, you just need to click on the "Add" button at the top of the window. This will create an entirely new preset. You can also duplicate an existing preset by clicking on it and pressing the "Duplicate" button or Ctrl+W on your keyboard. We'll duplicate the "Default-Assault-Rifle-01" preset to start.

  • Now that we have our newly-duplicated preset, we can give it a proper name so that we can distinguish it from the others. I'll call mine "Super-Tacticool-Preset”.

  • That's our preset, then. We can now modify its properties as we like. In my case, I'll be setting it to the following:

If you’re looking to add a new Skin for your weapon, you can check out our Guide on that exact topic here: Adding A New Weapon Skin.

  • And that's it for creating the Preset. Now, we need to apply it to the weapon itself. This can be done by opening the Weapon Blueprint we want to apply it to and setting its "Weapon Preset Row Handle" variable to the preset you just created.

  • In my case, that would be "Super-Tacticool-Preset".

If you created an entirely new Presets Data Table in one of the previous steps, you also need to assign it here; otherwise, you won’t see your preset.

You can find all the Weapon Blueprints in the “InfimaGames/LowPolyShooterPack/Useable” folder. That's where they are located.

  • Now all we need to do is drag the Weapon Blueprint into the level, click on it, and inside its "Details Panel," make sure to set "Row Handle Settings Physical Weapon" to "Physics" or "Static," depending on how you want the pickup to behave, and press play. You will now be able to pick up the new preset you've made!

You can find more information on creating new pickups here: Making A Weapon Pickup.

  • That’s it. We’ve got the entire thing added! Don’t hesitate to reach out to us on our Discord server if you have any suggestions, comments, or questions.


Last updated

Was this helpful?