Adding Weapon Slot

Attaching Item to the Socket (Equippable Class, mostly Weapons):

1

Connecting Equippable Actor Spawn function

Inside AC_PlayerEquipment, go to Spawn and Attach Equippable Actor and add a new pin to the GameplayTag Switch node for Item.Slot.Weapon.Bow.

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You can either connect it to the existing logic or duplicate the nodes to extend the behavior.

2

Setting up sockets on the Character Skeleton

Open your Character Skeleton - in this case it's SK_Mannequin located in DemoContent/Characters/Mannequin/Meshes

Add a new socket (in this case, named bow ) and adjust its location and rotation as needed. Note that this socket represents the unequipped state.

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Right-click and select Add Preview Asset to make the mesh visible in editor.

Do the same for the other socket that represents the equipped state (in this case named bow_use ).

3

Creating Equippable Class

Duplicate one of existing or create new class derived from BP_BaseEquippable.

Set the Static or Skeletal Mesh asset and inside Class Defaults change the Combat and Non-Combat socket names and Tags.

In this case: Non-combat sockets: Item.Slot.Weapon.Bow = bow Combat sockets: Item.Slot.Weapon.Bow = bow_use

4

Setting up Item Data

Duplicate an existing data asset or create a new one from PDA_ItemData. Assign the newly created Equipment Slot, Item Type, and Equippable Class. Then, open one of the Item Data Tables and add a new row referencing the assigned data asset.

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