Equipment reference¶
The equipment component, the equipment data asset class and the item actors.
How to read these tables
Settings are the values you tune: select the component in your pawn Blueprint (or open the asset) and look in the Details panel under the category shown. Runtime state is written by the system while it runs; read it, do not set it. Functions marked pure have no execution pins. The descriptions are the same as the Details panel tooltips. Default is the class default; where a sample pawn sets a different value on its component, the description says so ().
AC_EquipmentSystem¶
/GASPALS/Systems/EquipmentSystem/AC_EquipmentSystem · parent ActorComponent
Settings¶
| Variable | Type | Default | Description |
|---|---|---|---|
Selected EquipmentSelectedEquipment | Enum_Equipment | Unequip | Equipment slot currently selected. Replicated with RepNotify; changing it respawns the equipment actor and relinks the overlay poses. (replicated (RepNotify)) |
Runtime state (14 variables)
| Variable | Type | Default | Description |
|---|---|---|---|
IK Hand LeftIK_HandLeft | Transform | Third person: equipment 'HandIK' socket in hand_r bone space. Target transform for the left hand IK. | |
IK Hand Left FPIK_HandLeft_FP | Transform | First-person version of IK_HandLeft, measured on the first-person equipment mesh and attach mesh. | |
IK Hand RightIK_HandRight | Transform | Third person: equipment 'HandIK' socket in hand_l bone space. Target transform for the right hand IK. | |
IK Hand Right FPIK_HandRight_FP | Transform | First-person version of IK_HandRight, measured on the first-person equipment mesh and attach mesh. | |
IK ADSIK_ADS | Transform | Third person: equipment 'ADS' socket in the weapon hand's bone space (hand_l if left-handed, else hand_r). Used to align sights. | |
IK ADS FPIK_ADS_FP | Transform | First-person version of IK_ADS, measured on the first-person equipment mesh and attach mesh. | |
Parent Mesh TPParentMesh_TP | SkeletalMeshComponent ref | Third-person character mesh. Receives the third-person overlay pose layers. | |
Parent Mesh FPParentMesh_FP | SkeletalMeshComponent ref | First-person lead mesh (arms/body). Receives the first-person overlay pose layers. | |
Attach Mesh TPAttachMesh_TP | SkeletalMeshComponent ref | Third-person mesh that equipment attaches to, using the equipment's TP socket and offset. | |
Attach Mesh FPAttachMesh_FP | SkeletalMeshComponent ref | First-person mesh that the first-person equipment copies attach to, using the equipment's FP socket and offset. | |
Equipment DataEquipmentData | PDA_Equipment ref | Data row chosen by CHT_Equipment for the selected slot: actor class, overlay poses, attach sockets, offsets, left-handed flag. | |
Spawned ActorSpawnedActor | Actor ref | Equipment actor currently spawned on the parent pawn. Destroyed and replaced by UpdateEquipment. | |
Equipment SwitcherEquipmentSwitcher | W_Switcher_Equipment ref | Equipment switcher widget instance (W_Switcher_Equipment) shown while the selection menu is open. | |
Menu OpenbMenuOpen | Boolean | false | True while the equipment selection menu is open. |
Functions¶
| Function | Inputs | Outputs | Description |
|---|---|---|---|
GetEquipmentMesh (pure) | bFirstPerson (Boolean) | Mesh (PrimitiveComponent ref) | Mesh of the spawned equipment for hand IK sockets: the first first-person or third-person primitive of its AC_FirstPersonRendering (generated FP copies or tagged components), else its first MeshComponent. No rendering tags needed. |
GetHandIK | SocketName (Name), TargetBoneName (Name), bIsFirstPerson (Boolean) | Result (Transform), Result_Location (Vector), Result_Rotation (Rotator), Result_Scale (Vector) | Returns an equipment socket's transform in the bone space of TargetBoneName on the TP or FP attach mesh. Returns identity if the equipment or meshes are invalid. |
UpdateHandIK | Recomputes all six hand IK transforms (left, right, ADS; TP and FP) from the spawned equipment. Called after spawning and every tick by the bow. | ||
InitializeSystem | ParentPawn (Pawn ref), ParentMesh_TP (SkeletalMeshComponent ref), ParentMesh_FP (SkeletalMeshComponent ref), AttachMesh_TP (SkeletalMeshComponent ref), AttachMesh_FP (SkeletalMeshComponent ref) | Stores the pawn and mesh references, spawns the initial equipment and binds cleanup to the pawn's OnDestroyed. Called by the owning character. | |
DestroySpawnedActors | DestroyedActor (Actor ref) | Bound to the parent pawn's OnDestroyed. Destroys the spawned equipment actor so it does not outlive its owner. | |
UpdateEquipment | Destroys the old equipment, evaluates CHT_Equipment for the selected slot, links the overlay anim layers, spawns the actor, attaches its TP and FP parts and refreshes hand IK. | ||
CloseEquipmentMenu | Closes the equipment menu without selecting anything: removes the switcher widget and restores global time dilation to 1. Called from EndPlay, so a pawn destroyed with the menu open does not leave the game slowed down. |
Events¶
UpdateSelectedEquipment: Server RPC, reliable.
PDA_Equipment¶
/GASPALS/Systems/EquipmentSystem/Data/PDA_Equipment · parent PrimaryDataAsset
Settings¶
Actor¶
| Variable | Type | Default | Description |
|---|---|---|---|
Spawned ActorSpawnedActor | Actor class | ||
Overlay Pose TPOverlayPose_TP | AnimInstance class | ||
Overlay Pose FPOverlayPose_FP | AnimInstance class | ||
Attach Socket TPAttachSocket_TP | Name | ||
Attach Offset TPAttachOffset_TP | Transform | ||
Attach Socket FPAttachSocket_FP | Name | ||
Attach Offset FPAttachOffset_FP | Transform |
Default¶
| Variable | Type | Default | Description |
|---|---|---|---|
Is Left HandedbIsLeftHanded | Boolean | false |
BP_Equipment_Bow¶
/GASPALS/Systems/EquipmentSystem/Actors/BP_Equipment_Bow · parent Actor
The only item actor with logic: it eases Draw toward 1 while the owner aims and updates the hand IK every frame.
Settings¶
| Variable | Type | Default | Description |
|---|---|---|---|
Draw | Float | 0 | Bow draw amount from 0 (relaxed) to 1 (fully drawn). Read by the bow animation. |