Introduction:
Welcome to the documentation for Chance’s FPS Weapon Template. This document will provide you with a complete and comprehensive understanding of how to implement the system, and walk you through the architecture should you need to edit any of the base systems.
Here are links to a walkthrough video and a video of how to make your first weapon:
- Weapon System Overview
- How To Make Your First Weapon
https://www.youtube.com/watch?v=hy7RgLJw69E
Key Features
The key features that you will get by implementing this system are:
- Interact System Component - The ability for characters to interact with in world objects through an easy to set up interface. The Interact System will also manage priority based on what the character is nearest to or looking at.
- Weapon Inventory Component - The ability for characters to manage tracking and owning multiple weapons. The Weapon Inventory will also manage granting players inputs that relate to weapons, communicating those inputs from the player to the weapon, and create widgets for players to receive information about their weapons.
- Weapon Data Assets - Data assets are the backbone of this system. They are used by designers to easily set up all the important values that go with a new weapon. When a weapon is implemented it will pull everything from its damage to its mesh and animations from this data asset.
- Weapon Blueprints - Weapon Blueprints contain all the code and functions that get called to make a weapon do anything. Many of the values used inside these blueprints rely upon the values set by the Weapon Data Asset variable.
- Widgets - The two primary widgets you will find are the Interact Widget, and the Weapon Widget. Each is used to display information and gameplay popups related to that system.
Design Goals
The goals behind the design of this system are to enable Game Designers/Developers to be able to rapidly create and implement a variety of weapons for their game. The system is meant to be as streamlined as possible.