docs: Add detailed item examples for Keycard, MedKit, and Pistol, including step-by-step setup instructions

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Lefteris Notas
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# Item Example — Keycard (Key Item)
**Item Type:** `KeyItem`
**Complexity:** Low
**Systems Used:** `DA_ItemData`, `BP_ItemPickup`, `BPC_InventorySystem`, `BPC_KeyItemSystem`, `I_Lockable`, `BP_DoorActor`
**What You Learn:** Key item Data Asset, auto-protection from drop/clear, used-once pattern, door unlocking via `I_Lockable`
---
## 1. Create the DA_ItemData
### 1.1 — Create the Data Asset
```
Content Browser → Game/Items/
Right-click → Miscellaneous → Data Asset
Class: DA_ItemData
Name: DA_Item_Keycard_Omega
```
### 1.2 — Fill Properties
| Property | Value | Notes |
|----------|-------|-------|
| `Item Tag` | `Framework.Item.KeyItem.KeycardOmega` | Unique — registered in `DA_GameTagRegistry` |
| `Display Name` | "Omega Keycard" | Player sees this |
| `Description` | "A high-security keycard labeled 'Omega Wing.'" | Shown in journal/inventory |
| `Icon` | `T_Keycard_Icon` | Card-shaped texture |
| `World Mesh` | `SM_Keycard` | Flat card mesh |
| `Weight` | `0.1` | Very light |
| `Stack Limit` | `1` | One per slot — cannot stack keycards |
| `Item Type` | `KeyItem` | Key items are auto-protected |
| `b Is Key Item` | ✓ (checked) | This property also appears — it's a boolean flag |
| `b Can Be Dropped` | ✗ (unchecked) | Key items should NOT be droppable (auto-forced by `bIsKeyItem`) |
### 1.3 — Save
No sub-data needed. Key items don't have Equipment or Consumable data.
---
## 2. Create the BP_Pickup_KeycardOmega
Same pattern as other pickups:
### 2.1 — Create Blueprint
```
Content Browser → Game/Pickups/
Right-click → Blueprint Class → Actor
Name: BP_Pickup_KeycardOmega
```
### 2.2 — Components
| # | Component | Name | Purpose |
|---|-----------|------|---------|
| 1 | `StaticMeshComponent` | `Mesh` | Card model |
| 2 | `SphereComponent` | `PickupTrigger` | Radius 150, `OverlapOnlyPawn` |
### 2.3 — Variable
`ItemData` → Type: `DA_ItemData → Object Reference` → Instance Editable ✓
### 2.4 — Construction Script (same pattern)
```
ItemData → Get World Mesh → Load Synchronous → Set Static Mesh (Mesh)
ItemData → Get Display Name → Set Actor Label
```
### 2.5 — I_Interactable Wiring (same pattern)
```
Interactor → Get BPC_InventorySystem → CanAddItem(ItemData, 1)
True → AddItem → Destroy Actor → Return True
False → Print "Inventory Full" → Return False
```
---
## 3. Create the Lockable Door
### 3.1 — Create Door Blueprint
```
Content Browser → Game/Actors/
Right-click → Blueprint Class → Actor (or BP_DoorActor from framework)
Name: BP_Door_OmegaWing
```
### 3.2 — Add Components
| # | Component | Name | Purpose |
|---|-----------|------|---------|
| 1 | `StaticMeshComponent` | `DoorFrame` | The door frame (static) |
| 2 | `StaticMeshComponent` | `DoorPanel` | The moving door part |
| 3 | `BoxComponent` | `InteractionTrigger` | Door interaction range |
### 3.3 — Add Interfaces
Class Settings → Interfaces → Add:
- `UInteractable`
- `ULockable`
### 3.4 — Variables
| Variable | Type | Default | Purpose |
|----------|------|---------|---------|
| `bIsLocked` | Boolean | `true` | Door starts locked |
| `bIsOpen` | Boolean | `false` | Door starts closed |
| `RequiredKeyTag` | GameplayTag | `Framework.Item.KeyItem.KeycardOmega` | Which key unlocks this |
### 3.5 — Wire I_Lockable
```
Event Try Unlock (Interface -> ULockable)
│ Unlocker: AActor*, KeyTag: FGameplayTag
│ Return Boolean
├─ bIsLocked? → Branch
│ ├─ True:
│ │ ├─ KeyTag == RequiredKeyTag? → Branch
│ │ │ ├─ True:
│ │ │ │ ├─ Set bIsLocked = false
│ │ │ │ ├─ Unlocker → Get BPC_KeyItemSystem
│ │ │ │ │ └─ Consume Key (KeyTag) ← removes key from inventory
│ │ │ │ ├─ Print "Door unlocked with Omega Keycard"
│ │ │ │ └─ Return True
│ │ │ │
│ │ │ └─ False:
│ │ │ ├─ Print "Wrong key — requires Omega Keycard"
│ │ │ └─ Return False
│ │ │
│ │ └─ False: (already unlocked)
│ │ └─ Return True
Event Is Locked
│ Return Boolean
└─ Return bIsLocked
Event Get Required Key Tag
│ Return FGameplayTag
└─ Return RequiredKeyTag
Event Try Lock
│ Locker: AActor*
│ Return Boolean
└─ Set bIsLocked = true → Return True (re-lockable for puzzle purposes)
```
### 3.6 — Wire I_Interactable (on door)
```
Event Interact (Interface -> UInteractable)
│ Interactor: AActor*
│ Return Boolean
├─ bIsLocked? → Branch
│ ├─ True:
│ │ ├─ Interactor → Get BPC_KeyItemSystem
│ │ │ └─ Has Key(RequiredKeyTag)?
│ │ │ ├─ True:
│ │ │ │ ├─ Call Try Unlock (self, Interactor, RequiredKeyTag)
│ │ │ │ └─ (If unlocked) → Open Door (see below)
│ │ │ │
│ │ │ └─ False:
│ │ │ ├─ Print "Door is locked. Find Omega Keycard."
│ │ │ └─ Return False
│ │ │
│ │ └─ Return False
│ │
│ └─ False: (door is unlocked)
│ ├─ bIsOpen? → Branch
│ │ ├─ True → Close Door → Return True
│ │ └─ False → Open Door → Return True
Function: Open Door
├─ Timeline (Rotation track, 0 → OpenAngle over OpenDuration)
│ └─ Update: DoorPanel → Set Relative Rotation
├─ Set bIsOpen = true
└─ (Optional) Play door creak sound
Function: Close Door
├─ Timeline (Rotation track, OpenAngle → 0 over CloseDuration)
│ └─ Update: DoorPanel → Set Relative Rotation
├─ Set bIsOpen = false
└─ (Optional) Play door close sound
```
---
## 4. Wire BPC_KeyItemSystem (On Player Pawn)
The `BPC_KeyItemSystem` tracks which key items the player holds. It automates:
- Protecting key items from being dropped/cleared
- Validating key item requirements on door/lock interactions
- Removing consumed key items after use
In your BP child of `BPC_KeyItemSystem`:
```
Function: Has Key (KeyTag: GameplayTag) → Boolean
├─ Get Owner → Get BPC_InventorySystem
├─ Get All Items → For Each Loop
│ ├─ Item → Get bIsKeyItem → Branch
│ │ ├─ True: Item → Get ItemTag == KeyTag? → Return True
│ │ └─ False: Continue
│ │
│ └─ Loop end → Return False
Function: Consume Key (KeyTag: GameplayTag)
├─ Get Owner → Get BPC_InventorySystem
├─ Has Key(KeyTag)? → Branch
│ ├─ True: Inventory → Remove Item (by KeyTag, Quantity=1)
│ └─ False: Print "No such key in inventory"
```
> In the full framework, `BPC_KeyItemSystem` also prevents `Clear Inventory` and `Drop` operations from affecting key items by checking `bIsKeyItem` on the Data Asset.
---
## 5. Verification Checklist
**Step 1 — Pickup:**
- [ ] `BP_Pickup_KeycardOmega` placed in level, mesh visible
- [ ] Walk up → prompt "Pick up Omega Keycard" → press Interact → card goes to inventory
**Step 2 — Inventory Protection:**
- [ ] Keycard appears in inventory with "KEY" badge/indicator
- [ ] Try to drop keycard → blocked (cannot drop key items)
- [ ] Try "Clear Inventory" → keycard remains (protected)
**Step 3 — Door Interaction:**
- [ ] Walk up to `BP_Door_OmegaWing` while locked → prompt "Door is locked"
- [ ] Interact → door stays closed, shows "Requires Omega Keycard"
- [ ] Pick up keycard → walk to door → interact → door unlocks, keycard consumed from inventory
- [ ] Interact again → door opens
**Step 4 — Wrong Key:**
- [ ] Create a `DA_Item_Keycard_Beta` with a different tag
- [ ] Pick it up, try on Omega door → "Wrong key — requires Omega Keycard"
- [ ] Keycard_Beta stays in inventory (not consumed on wrong door)
---
## 6. KeyItem vs Regular Item — What's Different
| Behavior | Regular Item | Key Item (`bIsKeyItem = true`) |
|----------|-------------|-------------------------------|
| Can be dropped? | Yes (if `bCanBeDropped`) | No (auto-protected) |
| Can be cleared (death/new game)? | Yes | No (preserved across death) |
| Stacks | Yes (up to StackLimit) | Usually StackLimit=1 |
| Appears in inventory? | Yes | Yes, with KEY indicator |
| Consumed on use? | Depends on type | Yes (used once, then removed) |
| Sells to vendor? | Yes | No (protected from sale) |
Key items exist specifically to **gate progression**. They're a player's permanent proof of having solved a puzzle, explored an area, or defeated a boss. The framework ensures they can't be accidentally lost.

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# Item Example — MedKit (Consumable)
**Item Type:** `Consumable`
**Complexity:** Low
**Systems Used:** `DA_ItemData`, `BP_ItemPickup`, `BPC_InventorySystem`, `BPC_ConsumableSystem`, `BPC_HealthSystem`
**What You Learn:** Consumable Data Asset, pickup actor, health restore, stackable item, quick-slot use
---
## 1. Create the DA_ItemData
### 1.1 — Create the Data Asset
```
Content Browser → Game/Items/
Right-click → Miscellaneous → Data Asset
Class: DA_ItemData
Name: DA_Item_MedKit
```
### 1.2 — Fill Core Properties
| Property | Value | Notes |
|----------|-------|-------|
| `Item Tag` | `Framework.Item.Consumable.MedKit` | Unique identity |
| `Display Name` | "MedKit" | Player sees this |
| `Description` | "A standard medical kit. Restores 25 health." | Shown in inventory |
| `Icon` | `T_MedKit_Icon` | Any red/white cross texture for prototype |
| `World Mesh` | `SM_MedKit` | Soft reference — Construction Script resolves it |
| `Weight` | `1.0` | Light carry weight |
| `Stack Limit` | `5` | Can carry up to 5 in one stack |
| `Item Type` | `Consumable` | Triggers Consumable Data panel |
### 1.3 — Fill Consumable Data
When `ItemType == Consumable`, the `Consumable Data` panel appears:
| Field | Value | Notes |
|-------|-------|-------|
| `Health Restore` | `25.0` | How much HP to restore (0-100 clamp) |
| `Stress Reduce` | `0.0` | Optional stress relief |
| `Use Duration` | `2.0` | Seconds to consume (animation time) |
| `bConsumedOnUse` | ✓ (true) | Item is removed from inventory after use |
### 1.4 — Save
The Data Asset is ready. No other config needed for a simple consumable.
---
## 2. Create the BP_Pickup_MedKit
Follow the same pattern as the flashlight pickup, but simpler — no active-use actor needed.
### 2.1 — Create Blueprint
```
Content Browser → Game/Pickups/
Right-click → Blueprint Class → Actor
Name: BP_Pickup_MedKit
```
### 2.2 — Add Components
| # | Component | Name | Purpose |
|---|-----------|------|---------|
| 1 | `StaticMeshComponent` | `Mesh` | Renders the medkit model |
| 2 | `SphereComponent` | `PickupTrigger` | Interaction radius (Sphere Radius → 150) |
Select `PickupTrigger` → Details → Collision Presets → `OverlapOnlyPawn`
### 2.3 — Create ItemData Variable
**+ Variable** → Name: `ItemData` → Type: `DA_ItemData → Object Reference`
Select the variable → Details:
- **Instance Editable** → ✓
- **Category** → `Pickup`
### 2.4 — Wire Construction Script
```
[Construction Script]
├─ ItemData → Is Valid? → Branch
│ ├─ True:
│ │ ├─ ItemData → Get World Mesh → Load Synchronous → Set Static Mesh (Mesh)
│ │ └─ ItemData → Get Display Name → Set Actor Label
│ └─ False:
│ └─ Print String ("No ItemData assigned to BP_Pickup_MedKit")
```
### 2.5 — Add I_Interactable and Wire
Same pattern as flashlight. The key difference for consumables is **stacking**: the pickup can hold multiple units.
```
Event Interact
│ Interactor: AActor*
├─ Interactor → Get Component by Class (UBPC_InventorySystem) → Is Valid?
│ │
│ └─ True → [Inventory]
│ │
│ ├─ Can Add Item(ItemData, Quantity=1)
│ │ │
│ │ ├─ True → Add Item(ItemData, Quantity=1) → Destroy Actor → Return True
│ │ │
│ │ └─ False:
│ │ ├─ Print "Inventory Full"
│ │ └─ Return False
```
> For multi-pickup stacks (e.g., picking up 3 medkits at once), set a `Quantity` variable (Integer, Instance Editable) and pass it to `Add Item`. The inventory auto-stacks identical items.
### 2.6 — Add Bobbing (optional)
Add a Timeline to `Event BeginPlay` with a sine wave for Z offset — same as flashlight example.
---
## 3. Wire Consumable Use (On Player Pawn)
When the player uses a consumable from their inventory or quick-slot:
### 3.1 — In BPC_ConsumableSystem (BP child on pawn)
```
Event Use Consumable (custom event)
│ ItemData: DA_ItemData*
├─ ItemData → Get Consumable Data (Break FItemConsumableData)
│ │
│ ├─ Health Restore > 0?
│ │ └─ True:
│ │ ├─ Get Owner → Get Component by Class (UBPC_HealthSystem)
│ │ │ │
│ │ │ └─ Is Valid? → True:
│ │ │ └─ Apply Healing (HealthRestore, Healer=self)
│ │ │ │
│ │ │ └─ Print String: "Restored {HealthRestore} HP"
│ │ │
│ │ └─ False: Print "No HealthSystem found"
│ │
│ ├─ Stress Reduce > 0?
│ │ └─ True:
│ │ └─ Get BPC_StressSystem → Remove Stress (StressReduce)
│ │
│ ├─ bConsumedOnUse?
│ │ └─ True:
│ │ └─ Get BPC_InventorySystem → Remove Item (ItemData, 1)
│ │
│ └─ (Optional) Play sound, screen effect, widget animation
```
### 3.2 — Quick Test Without Full Integration
Bind a test key (e.g., `IA_UseItem`) in your player character:
```
Event InputAction (IA_UseItem, Pressed)
├─ Get Component by Class (UBPC_InventorySystem)
├─ Get All Items → For Each Loop
│ │
│ ├─ Break FInventorySlot → Item
│ ├─ Item → Get Item Type == Consumable?
│ │ └─ True:
│ │ ├─ Item → Get Consumable Data → Health Restore
│ │ ├─ Get BPC_HealthSystem → Apply Healing (HealthRestore)
│ │ ├─ Inventory → Remove Item (Item, 1)
│ │ └─ Break (exit loop — only use one)
│ │
│ └─ Continue loop
```
---
## 4. Verification Checklist
- [ ] **Data Asset:** `DA_Item_MedKit` has `ItemType = Consumable`, `HealthRestore = 25`, `StackLimit = 5`
- [ ] **Pickup in level:** Mesh appears, bobs, interaction prompt shows "Pick up MedKit"
- [ ] **Inventory:** Pick up medkit → appears in inventory slot. Pick up 4 more → they stack (quantity = 5). Pick up 6th → fails (stack limit).
- [ ] **Use:** Press use item key → health increases by 25, stack count decreases by 1
- [ ] **Weight:** Each medkit adds 1.0 to carry weight. `Get Remaining Weight` decreases by 1.0 per pickup.
- [ ] **Full inventory:** Pick up medkit when no slots left → "Inventory Full" feedback, pickup remains in world
---
## 5. Key Concepts
| Concept | How It Works |
|---------|-------------|
| **Stacking** | `StackLimit = 5` on the Data Asset. `BPC_InventorySystem.AddItem()` auto-finds existing stacks and adds to them instead of creating new slots. |
| **Consumed on use** | `bConsumedOnUse = true``BPC_ConsumableSystem` calls `RemoveItem()` after applying effects. Set to `false` for reusable items (e.g., a reusable syringe with cooldown). |
| **Soft references** | `WorldMesh` is a `TSoftObjectPtr<UStaticMesh>` — it doesn't load into memory until Construction Script resolves it. This keeps memory low when assets aren't in use. |
| **Inventory weight** | `BPC_InventorySystem.CurrentWeight` auto-updates when items are added/removed. `CanAddItem()` checks weight capacity before pickup. |

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# Item Example — Pistol (Weapon)
**Item Type:** `Weapon`
**Complexity:** High
**Systems Used:** `DA_ItemData`, `BP_ItemPickup`, `BP_WeaponBase`, `BPC_FirearmSystem`, `BPC_AmmoComponent`, `BPC_DamageReceptionSystem`, `BPC_RecoilSystem`, `BPC_ReloadSystem`, `BPC_EquipmentSlotSystem`, `BPC_InventorySystem`, `I_UsableItem`, `I_Damageable`
**What You Learn:** Full weapon pipeline — Data Asset with EquipmentData, pickup-to-equip flow, frame-driven fire with hitscan, ammo management, damage application, recoil
---
## 1. Create the DA_ItemData
### 1.1 — Create the Data Asset
```
Content Browser → Game/Items/ (or Game/Weapons/)
Right-click → Miscellaneous → Data Asset
Class: DA_ItemData
Name: DA_Item_Pistol
```
### 1.2 — Fill Core Properties
| Property | Value | Notes |
|----------|-------|-------|
| `Item Tag` | `Framework.Item.Weapon.Pistol` | Registered in `DA_GameTagRegistry` |
| `Display Name` | "9mm Pistol" | |
| `Description` | "A standard-issue 9mm semi-automatic pistol." | |
| `Icon` | `T_Pistol_Icon` | |
| `World Mesh` | `SM_Pistol` | Soft reference |
| `Weight` | `3.0` | Heavier than consumables |
| `Stack Limit` | `1` | Cannot stack weapons |
| `Item Type` | `Weapon` | Triggers `Equipment Data` panel |
### 1.3 — Fill Equipment Data
When `ItemType == Weapon`, the `Equipment Data` panel appears:
| Field | Value | Notes |
|-------|-------|-------|
| `Slot` | `Framework.Equipment.Slot.PrimaryWeapon` | Occupies player's primary weapon slot |
| `Damage` | `15.0` | Base damage per shot |
| `Fire Rate` | `0.15` | Seconds between shots (400 RPM) |
| `Range` | `5000.0` | Hitscan range in Unreal units |
| `Magazine Size` | `12` | Rounds per magazine |
| `Reload Time` | `2.0` | Seconds to reload |
### 1.4 — Save
---
## 2. Create the BP_Pickup_Pistol (World Pickup)
Same as other pickups, with weapon mesh:
### 2.1 — Blueprint + Components
```
Content Browser → Game/Pickups/
Right-click → Blueprint Class → Actor
Name: BP_Pickup_Pistol
Components:
├── StaticMeshComponent "Mesh"
└── SphereComponent "PickupTrigger" (radius 200, OverlapOnlyPawn)
```
### 2.2 — Variable & Construction Script
Same pattern as flashlight — `ItemData` → Get World Mesh → Load Synchronous → Set Static Mesh.
### 2.3 — I_Interactable Wiring
Same as other pickups, but **after adding item to inventory**, also auto-equip it:
```
Event Interact
├─ Interactor → Get BPC_InventorySystem
├─ CanAddItem(ItemData, 1) → True → AddItem → store result
│ │
│ ├─ Interactor → Get BPC_EquipmentSlotSystem
│ │ └─ Equip To Slot(ItemData, PrimaryWeapon slot tag)
│ │ └─ This spawns the BP_Pistol actor at the player's hand socket
│ │
│ ├─ Destroy Actor
│ └─ Return True
└─ False → Print "Inventory Full" → Return False
```
---
## 3. Create the BP_Pistol (Held Weapon Actor)
This is the actor that appears in the player's hand when equipped.
### 3.1 — Create Blueprint
```
Content Browser → Game/Actors/ (or Game/Weapons/)
Right-click → Blueprint Class → Actor (or BP_WeaponBase from framework)
Name: BP_Pistol
```
### 3.2 — Add Components
| # | Component | Name | Purpose |
|---|-----------|------|---------|
| 1 | `SkeletalMeshComponent` | `WeaponMesh` | Animated weapon (slide, magazine) |
| 2 | `SceneComponent` | `MuzzleSocket` | Where the bullet trace starts (attach to muzzle bone) |
| 3 | `AudioComponent` | `FireSound` | Plays fire sound |
| 4 | `AudioComponent` | `ReloadSound` | Plays reload sound |
| 5 | `ParticleSystemComponent` | `MuzzleFlash` | Fire particle effect |
| 6 | *(Optional)* `PointLightComponent` | `MuzzleLight` | Brief flash on fire |
Parent `MuzzleSocket` to the muzzle bone on `WeaponMesh`, or set its relative location to where the barrel ends.
### 3.3 — Variables
| Variable | Type | Default | Purpose |
|----------|------|---------|---------|
| `CurrentAmmoInMag` | Integer | `12` | Rounds currently loaded |
| `MaxMagazineSize` | Integer | `12` | From EquipmentData |
| `bIsFiring` | Boolean | `false` | Prevents re-trigger during fire rate cooldown |
| `FireRateTimer` | Float | `0.15` | Seconds between shots |
| `WeaponData` | DA_ItemData* | — | Reference to the pistol Data Asset |
| `FireRange` | Float | `5000.0` | Hitscan distance |
### 3.4 — Interfaces
Class Settings → Interfaces → Add:
- `UUsableItem` — so active item system can route fire input
### 3.5 — Fire Logic (Hitscan)
```
Event Use Item (Interface -> UUsableItem)
│ User: AActor*, Target: AActor*
│ Return Boolean
├─ bIsFiring? → Branch
│ ├─ True → Return False (fire rate lockout)
│ └─ False:
│ │
│ ├─ CurrentAmmoInMag > 0? → Branch
│ │ ├─ True:
│ │ │ ├─ Set bIsFiring = true
│ │ │ ├─ CurrentAmmoInMag = CurrentAmmoInMag - 1
│ │ │ │
│ │ │ ├─ [Play Effects]
│ │ │ │ ├─ MuzzleFlash → Activate
│ │ │ │ ├─ FireSound → Play
│ │ │ │ └─ MuzzleLight → Set Visibility (true)
│ │ │ │ └─ Delay 0.05 → Set Visibility (false)
│ │ │ │
│ │ │ ├─ [Line Trace — Hitscan]
│ │ │ │ │
│ │ │ │ ├─ Get Player Controller → Get Camera Location/Direction
│ │ │ │ ├─ Start: MuzzleSocket → Get World Location
│ │ │ │ ├─ End: Start + (CameraForward × FireRange)
│ │ │ │ │
│ │ │ │ └─ Line Trace By Channel (Visibility)
│ │ │ │ ├─ Trace Complex: false
│ │ │ │ └─ Ignore Self, Ignore Owning Pawn
│ │ │ │ │
│ │ │ │ ├─ Hit? → Branch
│ │ │ │ │ │
│ │ │ │ │ ├─ True:
│ │ │ │ │ │ ├─ Hit Actor → Does Implement Interface (UDamageable)?
│ │ │ │ │ │ │ ├─ True:
│ │ │ │ │ │ │ │ ├─ Call I_Damageable.Take Damage
│ │ │ │ │ │ │ │ │ ├─ Damage Amount: WeaponData → Get Equipment Data → Damage
│ │ │ │ │ │ │ │ │ ├─ Damage Causer: Self (or OwningPawn)
│ │ │ │ │ │ │ │ │ ├─ Damage Type: Framework.Combat.Damage.Physical
│ │ │ │ │ │ │ │ │ ├─ Hit Location: HitResult.ImpactPoint
│ │ │ │ │ │ │ │ │ └─ Hit Direction: (ImpactPoint - Start) normalized
│ │ │ │ │ │ │ │ │
│ │ │ │ │ │ │ │ └─ Print String: "Hit {HitActor} for {Damage} damage"
│ │ │ │ │ │ │ │
│ │ │ │ │ │ │ └─ False: Print "Hit non-damageable object"
│ │ │ │ │ │ │
│ │ │ │ │ │ └─ Spawn Decal/Impact Effect at Hit Location
│ │ │ │ │ │
│ │ │ │ │ └─ False (miss): nothing
│ │ │ │ │
│ │ │ │ └─ Draw Debug Line (red for 1 second, editor only)
│ │ │ │
│ │ │ ├─ [Recoil]
│ │ │ │ └─ Get BPC_RecoilSystem (on pawn) → Apply Recoil (WeaponData)
│ │ │ │
│ │ │ └─ Delay (FireRateTimer) → Set bIsFiring = false → Return True
│ │ │
│ │ └─ False: (out of ammo)
│ │ ├─ Play click/empty sound
│ │ ├─ (Optional) Auto-reload → Call Reload
│ │ └─ Return False
```
### 3.6 — Reload Logic
```
Function: Reload
├─ CurrentAmmoInMag >= MaxMagazineSize? → Return (already full)
├─ Set bIsReloading = true
├─ Get Owning Pawn → Get BPC_AmmoComponent
│ │
│ └─ Get Ammo Count (AmmoTypeTag = Framework.Item.Ammo.Pistol9mm)
│ │
│ ├─ Branch (> 0?)
│ │ ├─ True:
│ │ │ ├─ Rounds To Load = Min(AmmoAvailable, MaxMagazineSize - CurrentAmmoInMag)
│ │ │ ├─ CurrentAmmoInMag += Rounds To Load
│ │ │ ├─ AmmoComponent → Consume Ammo (RoundsToLoad)
│ │ │ └─ Play ReloadSound
│ │ │
│ │ └─ False: Print "No ammo" → Return
│ │
│ ├─ Delay (ReloadTime) → Set bIsReloading = false
│ └─ Broadcast OnReloadComplete
```
---
## 4. Wire BPC_AmmoComponent (On Player Pawn)
Create BP child of `BPC_AmmoComponent` (spec #70):
| Variable | Type | Default | Purpose |
|----------|------|---------|---------|
| `AmmoPool` | Map (GameplayTag → Integer) | Empty | AmmoType → Count |
```
Function: Get Ammo Count (AmmoTypeTag) → Integer
└─ AmmoPool.Find(AmmoTypeTag) → Return count (0 if not found)
Function: Consume Ammo (AmmoTypeTag, Amount)
├─ Current = Get Ammo Count (AmmoTypeTag)
├─ Current -= Amount
├─ Clamp to 0 minimum
└─ AmmoPool[AmmoTypeTag] = Current
Function: Add Ammo (AmmoTypeTag, Amount)
├─ AmmoPool.Find or Add (AmmoTypeTag)
└─ Increment by Amount
```
---
## 5. Wire BPC_RecoilSystem (On Player Pawn)
Create BP child of `BPC_RecoilSystem` (spec #77):
```
Function: Apply Recoil (WeaponData: DA_ItemData*)
├─ WeaponData → Get Equipment Data → Get Damage (or FireRate)
├─ Calculate kick: PitchUp = random(1.0, 2.5), YawSide = random(-0.5, 0.5)
├─ Get Player Controller → Add Controller Pitch Input (PitchUp × -1)
├─ Get Player Controller → Add Controller Yaw Input (YawSide)
└─ (For smooth recovery, use a Timeline or interp to return to original aim)
```
---
## 6. Create DA_Item_Ammo_Pistol9mm (Ammo Data Asset)
```
Content Browser → Game/Items/
Right-click → Miscellaneous → Data Asset → DA_ItemData
Name: DA_Item_Ammo_Pistol9mm
Properties:
ItemTag: Framework.Item.Ammo.Pistol9mm
DisplayName: "9mm Rounds"
ItemType: Ammo
StackLimit: 999
Weight: 0.05
(AmmoData sub-panel auto-appears — set PerPickupCount = 15)
```
Create `BP_Pickup_Ammo_Pistol9mm` following the same pattern as other pickups. On interact, call `BPC_AmmoComponent.Add Ammo(AmmoTypeTag, PerPickupCount)` instead of adding to inventory.
---
## 7. Verification Checklist
**Step 1 — Pickup:**
- [ ] Pistol pickup in level → mesh visible → interact → goes to inventory
- [ ] Auto-equips to primary weapon slot (weapon appears in player's hand)
**Step 2 — Fire:**
- [ ] Equip pistol, press fire → muzzle flash + sound + hitscan line
- [ ] Hit an enemy actor implementing `I_Damageable` → health decreases
- [ ] Ammo counter decreases (12 → 11 → 10...)
- [ ] Camera kicks slightly on each shot (recoil)
- [ ] Fire rate enforced: cannot spam fire faster than 0.15s
**Step 3 — Empty Magazine:**
- [ ] Fire all 12 rounds → click sound plays, no trace, no damage
- [ ] Auto-reload? Or manual reload prompt appears
**Step 4 — Reload:**
- [ ] Press Reload key → reload animation/sound plays
- [ ] Ammo transfers from pool to magazine
- [ ] Magazine shows 12 rounds again
- [ ] If no ammo in pool → reload fails
**Step 5 — Ammo Pickup:**
- [ ] Pick up `BP_Pickup_Ammo_Pistol9mm` → ammo pool increases by 15
- [ ] Reload → magazine fills, pool decreases by rounds loaded
**Step 6 — Damage Pipeline:**
- [ ] Enemy pawn has `BPC_DamageReceptionSystem` + `BPC_HealthSystem`
- [ ] Fire at enemy → `ApplyDamage(15.0, ...)` called
- [ ] Damage pipeline: resistance → armor → shield → health
- [ ] Enemy health decreases proportionally
---
## 8. Weapon Data Flow (Complete)
```
Player Input (IA_Fire)
└─ BPC_ActiveItemSystem routes to equipped weapon
└─ BP_Pistol (implements I_UsableItem)
├─ [Ammo Check] → BPC_AmmoComponent (in-mag count)
├─ [Hitscan] → Line Trace from MuzzleSocket
│ │
│ └─ Hit Actor (implements I_Damageable)
│ │
│ └─ BPC_DamageReceptionSystem.ApplyDamage(RawDamage, Causer, Type, Location, Direction)
│ │
│ ├─ Calculate Resistance
│ ├─ Apply Shield (BPC_ShieldDefenseSystem)
│ ├─ Apply Health (BPC_HealthSystem)
│ ├─ Evaluate Hit Reaction (BPC_HitReactionSystem)
│ │ ├─ Stagger? (damage > threshold)
│ │ └─ Knockdown? (damage > higher threshold)
│ │
│ └─ Broadcast OnDamageReceived → UI, audio, metrics
├─ [Recoil] → BPC_RecoilSystem.ApplyRecoil()
├─ [Effects] → MuzzleFlash, FireSound, ImpactDecal
└─ [Fire Rate] → Timer lockout until next shot
When magazine empty:
└─ Player presses IA_Reload
└─ BP_Pistol.Reload()
└─ BPC_AmmoComponent.ConsumeAmmo() (from pool)
└─ BP_Pistol.CurrentAmmoInMag += rounds loaded
```
---
## 9. Key Differences — Weapon vs Tool vs Consumable
| Aspect | Pistol (Weapon) | Flashlight (Tool) | MedKit (Consumable) |
|--------|----------------|-------------------|---------------------|
| ItemType | `Weapon` | `Tool` | `Consumable` |
| Slot | `PrimaryWeapon` | `Tool` | None (inventory bag) |
| Use action | Frame-driven (continuous) | Toggle (single click) | One-shot (consumed) |
| Ammo | Yes (magazine + pool) | No (battery as optional resource) | No |
| Damage output | Yes | No | No (heals) |
| Fire rate | Throttled (timer) | N/A | Use duration (2s anim) |
| Recoil | Yes | No | No |
| Reload | Yes | No | No |
| Stackable | No (StackLimit=1) | No (StackLimit=1) | Yes (StackLimit=5) |
| Interfaces | `I_UsableItem` | `I_UsableItem` + `I_Toggleable` | `I_UsableItem` |
| Pickup → Equip | Auto-equips to slot | Auto-equips to slot | Goes to inventory only |