This subsystem centralizes projectile creation. This automates projectile pooling. It also allows weapons to be created and destroyed via Weapon Pickups. The Weapon Ranged class relies heavily on this subsystem for projectile instantiation.
The lifespan of this subsystem is equal to that of the world. Every time you change levels, a new subsystem is created. More info about subsystem here.
CREATE WEAPON #
With Weapon Designer, weapons (derived from Weapon Ranged or Weapon Melee) do not exist directly in the world. They exist through Weapon Pickups, which create a visual—and optionally physical—representation of the weapon. In a future update, this will eliminate the need to load all the components of each weapon into memory. The subsystem can create a weapon for you and automatically equip it on the pawn of your choice (you must use Weapon Equipment Component).
REMOVE WEAPON #
Instead of dropping the weapon into the world, Weapon Designer can remove it for you and automatically create a Weapon Pickup so that the weapon continues to exist in the world. In a future update, the Weapon Pickup will preserve the weapon’s state as it was at the moment you wanted to drop it into the world.
CREATE PICKUP #
A Weapon Pickup is the class that allows you to represent a weapon in the game world and manage the pickup interaction with the user. The subsystem can create a Weapon Pickup for you that will represent the weapon of your choice.
CREATE PROJECTILE #
By using this subsystem to create projectiles that inherit from the Weapon Projectile class, you ensure that you are using the Weapon Designer’s automatic pooling system. This helps optimize in-game performance and memory usage.
CREATE PROJECTILE TRACE #
Same as above, but for everything that inherits from the Weapon Projectile Trace class.
