🚀 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.