Weapon Designer
Weapon system with advanced feature like projectile ricochet, crossing, automatic pooling and more
Fast, easy to use, and easy to integrate into your project. Get a functionals weapons and projectile in minutes without writing a single line of code!
FAST
Setup weapon and projectile quickly with blueprint and a easy configuration. Design every weapon in your game in just a few minutes.
SIMPLE
Easy to use and integrate, the advanced features are accessible and easily configurable. No coding required.
POWERFUL
Integrate advanced and modern features for modern, realistic or arcade gameplay that meet you need.
Design every weapon
Weapon designer supports all types of weapons. From a pistol to a sword, including a shotgun, a rocket launcher or a war hammer. Thanks to the functions exposed in Blueprints, you can quickly and easily design the weapons you need for your game. With Weapon Designer, you can design the weapons you need in just a few minutes!
Designed to be modular
Weapon Designer was designed to handle a wide range of use cases, which is why the weapon classes were built to be modular. You can quickly adjust a weapon’s characteristics in real time using a weapon profile. You can customize a weapon’s behavior by adding modules; for instance, the plugin’s built-in modules allow you to add features such as jamming, overheating, or weapon degradation.
Physics-based Projectile
Physics-based projectiles enable realistic trajectories and gameplay. They support gravity, ricochets, surface penetration, homing capabilities, and more.
Raycast-based Projectile
Raycast-based projectiles enable arcade-style trajectories and gameplay. They are much simpler and more efficient than physics-based projectiles, which require more computation. Nevertheless, they support ricochets and surface penetration.
Laser
Weapon Designer also supports laser weapons with a specific projectile type that accounts for the impact characteristics of a laser.
Surface-based impact
Weapon Designer includes a custom physical material that allows you to add context to surfaces, enabling you to define when and how a projectile reacts upon impact. The plugin also features a custom damage type containing all the data needed to apply damage based on the impact type, along with additional variables to facilitate the application of exotic damage (fire, water, magic, etc.).
Ricochet
Projectiles can ricochet off a surface. You can define the conditions for this ricochet within the physical material—such as the entry angle, exit angle, required velocity, velocity loss, etc.
Crossing
Projectiles can penetrate surfaces based on the conditions you define in the Physical Material—such as maximum surface thickness, the velocity required for penetration, trajectory deviation, and so on. Configuration is simple and requires no changes to your project, other than using the Weapon Designer Physical Material.
Impact
Projectiles can, of course, be stopped or fragmented upon impact, depending on the conditions defined in the physical material.
Destuction
Projectiles can affect a geometry collection fractured by Chaos using physics fields. You simply need to specify the physics field you wish to use within the custom damage type.
Impulse
Projectiles can apply a force to an object. You can define the force to be applied within the custom damage type.
Slice
Les armes de melee qui definissent leur type de degat comme etant tranchant peuvent couper en deux un objet.
Optimized
Weapon Designer features an automatic projectile pooling system if you use the Weapon Designer subsystem. This improves performance and memory usage, particularly when multiple weapons are firing simultaneously in your game.
To ensure optimal performance, Weapon Designer is written entirely in C++.
Melee Weapon collision
Melee weapons feature a collision detection system. When combined with physical materials and custom damage types, a melee weapon can get stuck in a surface or slice through it. You can control both the precision and frequency of the collision detection. For performance reasons, melee weapon collision detection is independent of the frame rate.
Pickup
A pickup system enables easy interaction with weapons in the game world. This system avoids cluttering weapon classes with pickup-related logic.
In the future, it will also help optimize memory usage by preventing the loading of all components and assets associated with a weapon (VFX, SFX, modules, etc.) into memory.
Well supported
Weapon Designer is available for Unreal Engine version 5.4 and later. The software will continue to evolve alongside new versions of the engine. A public roadmap is available so you can track the plugin’s development progress.
You can also vote for the features you’d like to see developed first.
Well documented
The Weapon Designer C++ code is well-documented. A comprehensive and regularly updated documentation provides answers to any questions you may have about specific systems. If you have a question, feel free to join the LIGS community or contact us.
