Creating & Editing Weapons
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Weapons are one of the few items that require a world Actor.
Begin by creating a new Weapon Actor class of type B_Item_Weapon for your new weapon:
Adjust the Mesh to your liking. Optionally, you can use the debug visualizers for the placement of your mesh:
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) .
Finally back in your new Weapon actor, select AC_CollisionManager component and adjust its Config tab according to your new sockets:
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:
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.
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.
Add a Pickup Actor (B_PickupItem) to your world, and select your newly created Item asset on the Config tab.
You can now loot your item and find it in your Inventory & Equipment widgets!
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:
Run the Soulslike Weapon Animset Creator from the Soulslike Framework editor dropdown or head into /SoulslikeFramework/Utility/Creators and Run Utility Widget -> EUW_WeaponAnimsetCreator:
Finally, click Create Moveset to create the new weapon moveset asset.
Run Soulslike Item Browser from the Soulslike Framework editor dropdown or head into /SoulslikeFramework/Utility/Browsers and Run Utility Widget -> EUW_ItemBrowser:
Select your new item and assign the new moveset:
If you've setup your montages correctly, your attacks should now be playing the correlated montage:
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.
Fill in the details as you desire:
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.
Finally, assign the new ability to your weapon. This can be done through Soulslike Item Browser or through the corresponding PDA_Item asset:
That's it! Now you should have your new ability on your weapon:
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.
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.
After setting up the actor, ensure that you select the corresponding item asset in the AI weapon class:
(Optional) Add your trail effect (toggled through the )
Fill in the necessary montages as you desire. For more information,
Ensure that you have setup your Ability Montage correctly. You can follow the page for more details on creating montages.