The Weapons system have two mode, Single and Slot Mode

Single mode - The default, the weapon are stored in a single list and can be switched, with or without animation

Slot Mode - The weapons are stored in lists separated by slot, so each slot have it’s own combo. Useful when to for example have a left hand and right hand slots, each with it’s own weapons that are circled separately.

The option is chosen in your character BPC_CharacterWeapons component

For a guide on how to implement new weapons, check out Quick Starting Guides

Weapons are stored in the DT_Weapons data table

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Class - The actor class of the weapon

Weapon Type - The Type of the weapon, Melee or Ranged

Weapon Class - Gameplay Tag for class identification

Appearance Name - The appearance of this weapon, check Weapon Appearance

Unique Name - Important identification name, if you have more than one type of this weapon, it is important that this is unique in data table

ID - ID mainly used for the inventory system, can be ignored if not using inventory

Default Attach Socket - The attach socked while equipped

Holster Socket - The attach socked while holsted

Can Block - If this weapon can be used for blocking.