Creating a Custom Weapon Blueprint

Step-by-step guide to creating a custom weapon blueprint for the TPS Kit.

Creating a Custom Weapon Blueprint

To create a weapon blueprint for the Weapon System, you need to have a rigged weapon and a weapon data asset ready. Make sure these are set up before proceeding.

Choosing the Right Base Blueprint

Once your assets are ready, you can create a child blueprint based on one of the following:

  • Low-Level Functionality:

  • High-Level Functionality:

    • AssaultRifle_BP or Handgun_BP, found in: 📂 /Game/TPSKit/Blueprints/Core/WeaponSystem/ChildBlueprints/

Important Variables

All weapon blueprints contain two key variables:

  • Ammo Data – Manages ammo count and extra clips.
  • Weapon Data – Very important! This is used to set the weapon's data asset, which defines all properties related to the weapon.

Assigning the Weapon Data Asset

  1. Create the blueprint based on a master blueprint.
  2. Assign the weapon data asset inside the Weapon Data variable.

Reference Files

  • Demo Data Assets: 📂 /Game/TPSKit/Examples/WeaponData/
  • Demo Weapon Blueprints: 📂 /Game/TPSKit/Examples/Weapons/