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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 Equipment
SelectedEquipment
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 Left
IK_HandLeft
Transform Third person: equipment 'HandIK' socket in hand_r bone space. Target transform for the left hand IK.
IK Hand Left FP
IK_HandLeft_FP
Transform First-person version of IK_HandLeft, measured on the first-person equipment mesh and attach mesh.
IK Hand Right
IK_HandRight
Transform Third person: equipment 'HandIK' socket in hand_l bone space. Target transform for the right hand IK.
IK Hand Right FP
IK_HandRight_FP
Transform First-person version of IK_HandRight, measured on the first-person equipment mesh and attach mesh.
IK ADS
IK_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 FP
IK_ADS_FP
Transform First-person version of IK_ADS, measured on the first-person equipment mesh and attach mesh.
Parent Mesh TP
ParentMesh_TP
SkeletalMeshComponent ref Third-person character mesh. Receives the third-person overlay pose layers.
Parent Mesh FP
ParentMesh_FP
SkeletalMeshComponent ref First-person lead mesh (arms/body). Receives the first-person overlay pose layers.
Attach Mesh TP
AttachMesh_TP
SkeletalMeshComponent ref Third-person mesh that equipment attaches to, using the equipment's TP socket and offset.
Attach Mesh FP
AttachMesh_FP
SkeletalMeshComponent ref First-person mesh that the first-person equipment copies attach to, using the equipment's FP socket and offset.
Equipment Data
EquipmentData
PDA_Equipment ref Data row chosen by CHT_Equipment for the selected slot: actor class, overlay poses, attach sockets, offsets, left-handed flag.
Spawned Actor
SpawnedActor
Actor ref Equipment actor currently spawned on the parent pawn. Destroyed and replaced by UpdateEquipment.
Equipment Switcher
EquipmentSwitcher
W_Switcher_Equipment ref Equipment switcher widget instance (W_Switcher_Equipment) shown while the selection menu is open.
Menu Open
bMenuOpen
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 Actor
SpawnedActor
Actor class  
Overlay Pose TP
OverlayPose_TP
AnimInstance class  
Overlay Pose FP
OverlayPose_FP
AnimInstance class  
Attach Socket TP
AttachSocket_TP
Name  
Attach Offset TP
AttachOffset_TP
Transform  
Attach Socket FP
AttachSocket_FP
Name  
Attach Offset FP
AttachOffset_FP
Transform  

Default

Variable Type Default Description
Is Left Handed
bIsLeftHanded
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.