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
| Property | Type | Description |
|---|---|---|
| EquipmentSlotTag | FGameplayTag | The slot this equipment occupies. Must match a SlotTag in the pawn's UCrimsonEquipmentSlotsComponent.SlotLayout. |
| InstanceType | TSubclassOf<UCrimsonEquipmentInstance> | Runtime object class to create when equipped. Default is UCrimsonEquipmentInstance. Subclass to add custom fields or override OnEquipped / OnUnequipped. |
| AbilitySetsToGrant | TArray<UCrimsonAbilitySet*> | Ability sets granted to the pawn's ASC when this equipment is applied. All are revoked automatically when unequipped. |
| ActorsToSpawn | TArray<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.
| Field | Type | Description |
|---|---|---|
| ActorToSpawn | TSubclassOf<AActor> | Actor class to spawn. Typically your weapon mesh actor or a skeletal mesh component actor. |
| AttachSocket | FName | Skeleton socket name to attach to (e.g. hand_r, spine_01). |
| AttachTransform | FTransform | Local 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.