Overview
Cube_Weapon_rep is a modular weapon framework for Unreal Engine. It separates reusable weapon assets, ID-based build configurations, replicated weapon actors and character integration.
This documentation explains how to configure the databases, create and validate builds, acquire an actor, equip it and select it for use through Blueprint operations.
How Cube Weapon Works
A Weapon Master describes a weapon platform. Weapon Parts describe attachments. A Weapon Build is FWeaponBuildData, a Blueprint-visible structure containing a build GUID, a master ID and installed part records. It is not a Data Asset or an actor.
Configure master and part databases
→ Create or import a working build
→ Validate and register the build
→ Acquire a weapon actor
→ Equip the actor with the registered build
→ Use the equipped weapon
Acquiring and equipping are separate requests. Equipping does not spawn an actor. Use selects an equipped weapon and changes its character socket; firing uses CreateWeaponAttackOp.
Features
- Weapon Master and Weapon Part Data Assets
- Build editing, importing, fetching and validation through operations
- ID-based database lookup and asynchronous asset loading
- Internal actor allocation and an external allocation interface
- Replicated actors, runtime entries, statistics and character assignments
- Character interfaces for meshes and draw/holster animations
- Part compatibility, capability checks and stat modifiers
Blueprint Workflow
UWeaponCommonFuncLib creates operation requests. Submit them through UWeaponSubsystem::QueueWeaponOperation. The subsystem routes them to the registered controller component, which executes authority-side requests or forwards them using server RPCs.
The request helper's bSucceed output confirms that the request could be constructed. It does not confirm completion of asset loading, validation or equipping.
Before You Continue
Follow Plugin Installation, Project Settings and Character Integration. Then follow Your First Weapon.
The current implementation has specific limitations documented in Implementation Limits. Test both local and networked play before relying on a workflow in your game.
Documentation Sections
Use Understanding Cube Weapon for the data model and Adding Weapons and Variants for content extension. The API Reference documents concrete classes, operations, fields and implementation behavior.
Version
Plugin: 0.4.9
Documentation: 0.1.0