# Creating & Editing Weapons

<figure><img src="/files/ZTyUq2jP85KEglnrgvdY" alt=""><figcaption></figcaption></figure>

### Using the Utility Tools to Create & Edit Weapons

Weapons are one of the few items that **require a world Actor.**&#x20;

1. Begin by creating a new Weapon Actor class of type **B\_Item\_Weapon** for your new weapon:

<figure><img src="/files/cLtn1RYGDDsHlphy5pSg" alt=""><figcaption></figcaption></figure>

2. Adjust the **Mesh** to your liking. Optionally, you can use the debug visualizers for the placement of your mesh:

<figure><img src="/files/HejpDB64Vep17RCieMkv" alt=""><figcaption></figcaption></figure>

2. (Optional) Add your trail effect (toggled through the [Trail Notify](/animation-notifies/feedback/weapon-trail-notify.md))

<figure><img src="/files/meHyA4BYBz74sp4j774P" alt=""><figcaption></figcaption></figure>

3. Go into your mesh and add a **Starting & Ending Socket.** You can do this through the **Socket Manager** window. If you do not have it, you can toggle it from *Window -> Socket Manager.* This is necessary for the weapon tracing system (**AC\_CollisionManager) .**

<figure><img src="/files/IcLFlPpQpvmkCWEv8StC" alt=""><figcaption></figcaption></figure>

4. Finally back in your new Weapon actor, select **AC\_CollisionManager** component and adjust its Config tab according to your new sockets:

<figure><img src="/files/C8kjwT39iiLVT7IZn1eF" alt=""><figcaption></figcaption></figure>

5. Run **Soulslike Item Creator** from the Soulslike Framework editor dropdown or head into **/SoulslikeFramework/\_Utility/Creators** and right-click and Run Utility Widget -> **EUW\_ItemCreator:**

<figure><img src="/files/So1SlIJONiznbcgZ10j7" alt=""><figcaption></figcaption></figure>

6. Fill in the details as you desire. If you are unsure of any field, feel free to leave it empty. You can always edit your Item properties easily through the **Item Browser** utility tool.

<figure><img src="/files/i4Xg4pbLEY65E11uy15Z" alt=""><figcaption></figcaption></figure>

{% hint style="danger" %}
**IMPORTANT:** The **Overlay Tag** property determines the default wielded stance for your weapon. This property is *Experimental*, and using **SoulslikeFramework.Equipment.Weapons.Overlay.OneHanded** is recommended.
{% endhint %}

7. Add a **Pickup Actor (B\_PickupItem)** to your world, and select your newly created Item asset on the **Config** tab.

<figure><img src="/files/IgVZ1DNk8YKygkftbyUV" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/gz8NKfpL3WaXAgBYLwM9" alt=""><figcaption></figcaption></figure>

8. You can now loot your item and find it in your **Inventory & Equipment** widgets!

<figure><img src="/files/1GdzJAcmqpy0gT8lmq02" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/KrQjEYJdtegV6PxZpKbw" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/gP3c6HBICoKplBmUGTd4" alt=""><figcaption></figcaption></figure>

If you are not happy with how your character holds your new weapon, you can always edit its positioning in the item's **world actor** until you get a look you're happy with:

{% embed url="<https://www.youtube.com/watch?v=fO9UW2BPeYk>" %}

### Creating/Editing Weapon Movesets

1. Run the **Soulslike Weapon Animset Creator** from the Soulslike Framework editor dropdown or head into /SoulslikeFramework/*Utility/Creators and Run Utility Widget ->* **EUW\_WeaponAnimsetCreator:**

<figure><img src="/files/4JjPOMp8ouf8fKTdyYMm" alt=""><figcaption></figcaption></figure>

2. Fill in the necessary montages as you desire. For more information, [check out the Setup Custom Montages page.](/getting-started/quickstart/setup-custom-montages.md)

<figure><img src="/files/qoZKU7Y1J4KVf5BZUUE4" alt=""><figcaption></figcaption></figure>

3. Finally, click **Create Moveset** to create the new weapon moveset asset.
4. Run **Soulslike Item Browser** from the Soulslike Framework editor dropdown or head into /SoulslikeFramework/*Utility/Browsers and* Run Utility Widget *->* **EUW\_ItemBrowser:**

<figure><img src="/files/KfWuleK7WqQkLcJqEXrz" alt=""><figcaption></figcaption></figure>

5. Select your new item and assign the new moveset:

<figure><img src="/files/AxqYrOXMpoIeB5C0QXwQ" alt=""><figcaption></figcaption></figure>

5. If you've setup your montages correctly, your attacks should now be playing the correlated montage:

<figure><img src="/files/RUaWOzBJpe5RXndfn7sp" alt=""><figcaption></figcaption></figure>

### Creating/Editing Weapon Abilities

Weapon abilities can be created either by using the **Soulslike Weapon Ability Creator** or by manually duplicating/creating a Data Asset derived from **PDA\_WeaponAbility.**

<figure><img src="/files/AMhQAWlR4YYi9ZrurOeO" alt=""><figcaption></figcaption></figure>

Fill in the details as you desire:

<figure><img src="/files/mPqkJbHEJKlxVa3ddRtD" alt=""><figcaption></figcaption></figure>

**Additional Effect** is an actor that will be spawned when the ability is used. You can add any customized logic this way. This field is **optional**.

Ensure that you have setup your **Ability Montage** correctly. You can follow the [Setup Custom Montages](/getting-started/quickstart/setup-custom-montages.md) page for more details on creating montages.

<figure><img src="/files/9VIAcHZaXBHAOVRm0Mxg" alt=""><figcaption></figcaption></figure>

Finally, assign the new ability to your weapon. This can be done through **Soulslike Item Browser** or through the corresponding **PDA\_Item** asset:

<figure><img src="/files/3hm34OjRj5MipzBQwSNF" alt=""><figcaption></figcaption></figure>

That's it! Now you should have your new ability on your weapon:

<figure><img src="/files/gi03riBC5HJVahQu5Csg" alt=""><figcaption></figcaption></figure>

{% hint style="warning" %}
By default, **Weapon Ability Slot** is set to be **Right Hand**. That means that only weapons equipped on the slots that are considered Right Hand slots can have an ability.

You can adjust this to your liking through **PC\_SoulslikeFramework -> AC\_EquipmentManager.**
{% endhint %}

<figure><img src="/files/9i3MFLYZbb5sKjciQxWj" alt=""><figcaption></figcaption></figure>

### Creating/Editing Weapons for AI

**AI Weapons** use the same data of an existing weapon asset you have. For example, if we have DA\_Greatsword, we do **not** need another asset for the AI version.

All we want to do is instead of using the **B\_Item\_Weapon** class, use **B\_Item\_Weapon\_AI** class as the world actor.&#x20;

After setting up the actor, ensure that you **select the corresponding item asset in the AI weapon class:**

<figure><img src="/files/j6gWyCcg561rqtk5Obok" alt=""><figcaption></figcaption></figure>


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