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🚀 How to create a wieldable class ?

1. Choose your base blueprint class

There are two main base blueprints you can use:

  • BP_WieldableMaster for general wieldable items (guns, tools, etc.)
  • BP_WieldableMelee if you want to create a melee weapon with built-in melee logic

If you want a firearm, create a child from BP_WieldableMaster and customize it.


2. Configure fields in BP_WieldableMaster

Open your wieldable blueprint and set the following:

Property Description
Durability Consumer Handles item durability usage
Equip Animation FPS Animation played when equipping in first-person view
Equip Animation TPS Animation played when equipping in third-person view

3. Configure fields in BP_WieldableMelee

If your wieldable is melee-based, configure these extra fields:

Property Description
Base Damage Damage dealt per melee hit
Melee Box Collision box used for hit detection
Melee Range Maximum range of melee attack
Melee Cooldown Time between melee attacks
Melee Hit Delay Delay after attack before hit detection (trace) happens
Attack Animation FPS First-person attack animation
Attack Animation TPS Third-person attack animation
Hit Shake Force Camera shake intensity on hit
Swing Shake Force Camera shake intensity on swing
Correct Hit Sound Sound played when hitting a valid target
Attack Sound Sound played on melee attack
Gatherable Multiplier Multiplier affecting gatherable loots

4. Customize and extend

  • Add new animations or sounds to suit your weapon style.
  • Use the existing logic in the base blueprints as a foundation.
  • For firearms, extend BP_WieldableMaster and add your shooting logic.

Tip

Keep your wieldable blueprints modular and reusable for easy future updates.