UCrimsonEquipmentDefinition

Immutable data asset (Const, Abstract) that describes a piece of equipment. No runtime state lives here - all state goes on the UCrimsonEquipmentInstance. Create one Blueprint subclass per item type.

Properties

PropertyTypeDescription
EquipmentSlotTagFGameplayTagThe slot this equipment occupies. Must match a SlotTag in the pawn's UCrimsonEquipmentSlotsComponent.SlotLayout.
InstanceTypeTSubclassOf<UCrimsonEquipmentInstance>Runtime object class to create when equipped. Default is UCrimsonEquipmentInstance. Subclass to add custom fields or override OnEquipped / OnUnequipped.
AbilitySetsToGrantTArray<UCrimsonAbilitySet*>Ability sets granted to the pawn's ASC when this equipment is applied. All are revoked automatically when unequipped.
ActorsToSpawnTArray<FCrimsonEquipmentActorToSpawn>Actors to spawn and attach to the pawn at equip time. See below.

FCrimsonEquipmentActorToSpawn

Each entry in ActorsToSpawn spawns one actor and attaches it to a socket on the pawn's mesh.

FieldTypeDescription
ActorToSpawnTSubclassOf<AActor>Actor class to spawn. Typically your weapon mesh actor or a skeletal mesh component actor.
AttachSocketFNameSkeleton socket name to attach to (e.g. hand_r, spine_01).
AttachTransformFTransformLocal offset and rotation applied on top of the socket transform.
Multiple Actors Per Equipment
You can list multiple entries in ActorsToSpawn. For example, a two-handed weapon might spawn both a grip actor and a sheath actor on different sockets. All are cleaned up automatically on unequip.