API Reference
This reference describes Cube Weapon 0.4 using its native class names, Blueprint nodes, data structures and implemented operation routes. Use Setup for a step-by-step weapon configuration workflow.
Reference Pages
| Topic | Contents |
|---|---|
| Architecture | Ownership and separation of data, routing and runtime state |
| Weapon Subsystem | Submission, lookups, registries and diagnostics |
| Blueprint Operations | Helper inputs, request construction and routed behavior |
| Core Types | Build data, payloads, GUIDs, sockets and enums |
| Components and Interfaces | Controller, Character, gameplay and animation APIs |
| Data Assets and Databases | Masters, parts, configured databases and settings |
| Loading and Runtime Builder | Asset resolution, component assembly and parent links |
| Build Validation | Actual checks, ordering and failure results |
| Statistics and Modifiers | Stat groups, tag filters and modifier calculation |
| Replication and Events | Replicated properties, Fast Arrays, RPCs and callbacks |
| Effects and Projectiles | FX, audio, side effects and incomplete projectile classes |
| UI Helpers | Asset resolution and part drag/drop |
| Header Reference | Reflected fields, defaults and function declarations |
| Extending Cube Weapon | Native extension and allocation contracts |
| Implementation Limits | Current incomplete behavior and integration constraints |
API Conventions
Native names retain U, A, F and E prefixes. Unreal's Blueprint menus usually display the same names without those prefixes and with spaces. Search operation helpers under Weapon Subsystem|BP Lib|Operations and subsystem functions under Weapon Subsystem|Subsystem.
BlueprintPure helpers prepare requests; BlueprintCallable submission executes routing. A C++ public method is not automatically a Blueprint node. Header Reference includes reflection metadata so these access levels remain explicit.
Names Reconciled with the Implementation
| Concept in the API manuscript | Current implementation |
|---|---|
| Execute Weapon Operation | UWeaponSubsystem::QueueWeaponOperation, returns void |
FWeaponOpResult | No universal operation-result structure; use specific callbacks and validation results |
FUnequipWeaponPayload, FUseWeaponPayload | Both operations use FEquipWeaponPayload |
Create Drop Operation / FDropWeaponPayload | Not implemented in this source |
FRuntimeWeaponBuild | Runtime entries, component map and FWeaponRuntimeStats on AWeaponActorBase |
EBuildValidationResult | The native enum is EWeaponValidationResult |
| Weapon Build asset | FWeaponBuildData value structure |
| Weapon Inventory Entry | Project-defined storage containing a build and optional gameplay state |
| Weapon Event | Specific delegates and gameplay tags; no general event-dispatch class |
| Weapon Part Type asset | EWeaponPartType enum used by UI helpers |
| Audio asset | USoundBase references in FX and audio side-effect definitions |
These concepts are covered where their actual implementation belongs. An enum entry or asset field does not, by itself, establish executable gameplay behavior.