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Equipment Set Guide


Setup Equipments

The EquipmentSet value of the TwinGunHandler is responsible for determining what equipment your character is wearing.
The property is accessible from the Details tab of the TwinGunHandler.

Equipment130


If you need to change the EquipmentSet during runtime, you can do so by calling LoadEquipmentSet from the TwinGunHandler.
Don't try to change the value directly, as the update might not be processed properly.

LoadEquipmentSet


Default Equipment Sets

By default, the FemaleShooter package provides 2 default EquipmentSet that can be used as examples.
This can be found in Content/FemaleShooter/Blueprint/Data/Equipment.

EquipmentSet

Just like AmmoData, these are made using custom Data Asset.
If you want to create your custom EquipmentSet manually, the steps is the same as the one used to create an AmmoData.
You just need to use EquipmentSet as your chosen Data Asset class.


Content and Description

If you open one of the example EquipmentSet, you will see a list of equipments.

EquipmentSetValues

Each equipment contains the following properties,

  • Identifier, this should be unique for each equipment.
  • ActorClass, the blueprint actor class of your equipment, this is similar to the Left Gun Class/Right Gun Class used in 1.2.0
  • StorageSocketName, this is the socket where your equipment will be attached to by default
  • EquipSocketName, this is the socket where your equipment will be attached to when it's equipped
    This is mostly used for the guns, which can either be stored in the holster socket, or equipped in the hand socket.

You can add as much equipment as you need, as long as each have a different identifier.


Guns Setup

The TwinGunHandler component requires that at least 2 equipments (left gun and right gun) be registered inside the EquipmentSet that you choose.

The identifiers for the guns that you registered in this EquipmentSet should match the value of LeftGunIdentifier and RightGunIdentifier on your TwinGunHandler component.
This is mandatory so that the system can figure out which entries from your EquipmentSet are to be used as the guns.

GunIdentifier


High Heels Modifier

Starting from version 1.3.2, High Heels Settings can now be found inside the EquipmentSet.
This setting can be used to make the template works for both flat footed and high heeled character.

HighHeelsMod

There are 2 settings that can be changed,

  • HeightOffset, used to add the extra height caused by the heels

  • RotationOffset, used to adjust the angle of the heels

As of version 1.3.2, the template does not automatically adjust the height of the heels.
User will need to adjust this manually.


After setting the values in the EquipmentSet, make sure to do the following,

  • Add the HighHeelComponent to your character

    HighHeelsComponent


  • Add a sub-graph of HighHeel_AnimBP to your character's animation blueprint

    HighHeelsAnimBPPath

    HighHeelsSubGraph


    It's recommended to add the sub-graph right at the end before the Final Animation Pose node.

    HighHeelsSubGraph2