> For the complete documentation index, see [llms.txt](https://soulslike-framework.isik.vip/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://soulslike-framework.isik.vip/workflow/creating-and-editing-items/creating-and-editing-weapons.md).

# Creating & Editing Weapons

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### 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:

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

<figure><img src="https://3303637552-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FOAGs3il6rJbkejwPOlEP%2Fuploads%2FHCKJGURrSN8DM2T9XFFY%2Fimage.png?alt=media&amp;token=8aece400-f3ef-48e2-b425-058d5977efef" 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="https://3303637552-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FOAGs3il6rJbkejwPOlEP%2Fuploads%2FK7VDy81hJFafQZKhRyPF%2Fimage.png?alt=media&amp;token=da04048a-b6b8-492e-bd1a-44e1c91e12c0" 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="https://3303637552-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FOAGs3il6rJbkejwPOlEP%2Fuploads%2FCuV6HRfKJWXRcqeIkkxE%2Fimage.png?alt=media&amp;token=dca21663-d1eb-4977-968d-62a5b7479b5a" 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="https://3303637552-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FOAGs3il6rJbkejwPOlEP%2Fuploads%2FgJUMVH2whCGYLjPQQsz8%2Fimage.png?alt=media&amp;token=46fe74c4-ac16-4d95-9989-7e851bba387e" 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:**

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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.

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{% 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="https://3303637552-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FOAGs3il6rJbkejwPOlEP%2Fuploads%2FW1IoJiIdbRB4ZnJ7SejH%2Fimage.png?alt=media&amp;token=2b175510-3f4e-409c-83ea-01271d1ae16a" alt=""><figcaption></figcaption></figure>

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

<figure><img src="https://3303637552-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FOAGs3il6rJbkejwPOlEP%2Fuploads%2Fxmxu3SQcjnfstb9rH7tv%2Fimage.png?alt=media&amp;token=92fb731a-ab81-4473-8077-12f3d8655db8" alt=""><figcaption></figcaption></figure>

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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="https://3303637552-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FOAGs3il6rJbkejwPOlEP%2Fuploads%2FLc0W0VrS2SPrlf7kDT1B%2Fimage.png?alt=media&amp;token=8567c517-24df-49f2-81b4-055f325da98f" 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)

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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="https://3303637552-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FOAGs3il6rJbkejwPOlEP%2Fuploads%2FgfI6uc2g49cSjjqD8jwg%2Fimage.png?alt=media&amp;token=1f806225-8dcc-482a-aaca-9720073bb1d9" alt=""><figcaption></figcaption></figure>

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

<figure><img src="https://3303637552-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FOAGs3il6rJbkejwPOlEP%2Fuploads%2FhbNZPAxolqZPr63Hq1Dq%2Fimage.png?alt=media&amp;token=1ab0b148-0042-46fd-932f-6edd2b0a3ed0" alt=""><figcaption></figcaption></figure>

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

<figure><img src="https://3303637552-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FOAGs3il6rJbkejwPOlEP%2Fuploads%2FB78QxLcXJ0UgqR1r4YTQ%2Fimage.png?alt=media&amp;token=a6ed210c-a8db-479a-bc09-6a6ac820cb20" 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.**

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Fill in the details as you desire:

<figure><img src="https://3303637552-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FOAGs3il6rJbkejwPOlEP%2Fuploads%2Fsc8xKSGkEdHAq1E5Mu12%2Fimage.png?alt=media&amp;token=8767967d-4af2-439b-92e6-18263656e815" 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="https://3303637552-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FOAGs3il6rJbkejwPOlEP%2Fuploads%2FcfwYGK8wjvLrECHJDW6C%2Fimage.png?alt=media&amp;token=3d18b5b4-ce9f-491f-a54a-a6229f658d32" 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="https://3303637552-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FOAGs3il6rJbkejwPOlEP%2Fuploads%2F3JenjQexOG5Igxa8QNfU%2Fimage.png?alt=media&amp;token=dcb90c63-aa54-4191-ae08-e356d939e591" alt=""><figcaption></figcaption></figure>

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

<figure><img src="https://3303637552-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FOAGs3il6rJbkejwPOlEP%2Fuploads%2FkPPkvwjsOy35Qvf5IUzC%2F2025-02-08%2017-54-51%20(2).gif?alt=media&amp;token=d2329ca4-2665-4882-86eb-4f565c47ffcf" 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="https://3303637552-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FOAGs3il6rJbkejwPOlEP%2Fuploads%2FXcHeOL1YvjinkID2jT7A%2Fimage.png?alt=media&amp;token=1809b21a-9df8-4dca-96ed-5f56f57a084c" 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="https://3303637552-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FOAGs3il6rJbkejwPOlEP%2Fuploads%2FaApqhhFRPlbLf6qx3Cwp%2Fimage.png?alt=media&amp;token=8d9c90b4-33e4-4a9d-964f-d0fc7bdadad8" alt=""><figcaption></figcaption></figure>
