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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​

TopicContents
ArchitectureOwnership and separation of data, routing and runtime state
Weapon SubsystemSubmission, lookups, registries and diagnostics
Blueprint OperationsHelper inputs, request construction and routed behavior
Core TypesBuild data, payloads, GUIDs, sockets and enums
Components and InterfacesController, Character, gameplay and animation APIs
Data Assets and DatabasesMasters, parts, configured databases and settings
Loading and Runtime BuilderAsset resolution, component assembly and parent links
Build ValidationActual checks, ordering and failure results
Statistics and ModifiersStat groups, tag filters and modifier calculation
Replication and EventsReplicated properties, Fast Arrays, RPCs and callbacks
Effects and ProjectilesFX, audio, side effects and incomplete projectile classes
UI HelpersAsset resolution and part drag/drop
Header ReferenceReflected fields, defaults and function declarations
Extending Cube WeaponNative extension and allocation contracts
Implementation LimitsCurrent 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 manuscriptCurrent implementation
Execute Weapon OperationUWeaponSubsystem::QueueWeaponOperation, returns void
FWeaponOpResultNo universal operation-result structure; use specific callbacks and validation results
FUnequipWeaponPayload, FUseWeaponPayloadBoth operations use FEquipWeaponPayload
Create Drop Operation / FDropWeaponPayloadNot implemented in this source
FRuntimeWeaponBuildRuntime entries, component map and FWeaponRuntimeStats on AWeaponActorBase
EBuildValidationResultThe native enum is EWeaponValidationResult
Weapon Build assetFWeaponBuildData value structure
Weapon Inventory EntryProject-defined storage containing a build and optional gameplay state
Weapon EventSpecific delegates and gameplay tags; no general event-dispatch class
Weapon Part Type assetEWeaponPartType enum used by UI helpers
Audio assetUSoundBase 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.