62 lines
2.6 KiB
Markdown
62 lines
2.6 KiB
Markdown
# BPC_ReloadSystem — Actor Component
|
|
|
|
**File:** [`Content/Framework/Weapons/BPC_ReloadSystem`](Content/Framework/Weapons/BPC_ReloadSystem.uasset)
|
|
**Parent Class:** `UActorComponent`
|
|
**Dependencies:** [`DA_WeaponData`](49_BP_WeaponBase.md), [`BPC_FirearmSystem`](BPC_FirearmSystem.md), [`BPC_AmmoResourceSystem`](../04-inventory/BPC_KeyItemSystem.md)
|
|
|
|
**Purpose:** Manages reload animations, timing, and ammo transfer from pool to weapon magazine. Supports tactical reload, partial reload, and reload interruption.
|
|
|
|
---
|
|
|
|
## Variables
|
|
|
|
| Name | Type | Description |
|
|
|------|------|-------------|
|
|
| `bIsReloading` | Bool | Reload in progress |
|
|
| `ReloadMontage` | AnimMontage | Per-weapon reload animation |
|
|
| `AmmoTypeTag` | GameplayTag | Which ammo pool to draw from |
|
|
| `bPartialReload` | Bool | Whether partial reload is supported |
|
|
| `RoundsToAdd` | Integer | How many rounds to transfer on reload complete |
|
|
|
|
## Functions / Events
|
|
|
|
| Name | Inputs | Outputs | What it does |
|
|
|------|--------|---------|--------------|
|
|
| `RequestReload` | — | — | Player presses reload; checks if reload needed |
|
|
| `BeginReload` | — | — | Plays reload montage, locks fire input |
|
|
| `CompleteReload` | — | — | Transfers ammo from pool to magazine |
|
|
| `InterruptReload` | — | — | Cancels reload, retains partial rounds if configured |
|
|
| `CanReload` | — | Bool | Checks magazine not full AND ammo pool has rounds |
|
|
|
|
## Event Dispatchers
|
|
|
|
| Name | Parameters | Fired when |
|
|
|------|-----------|-----------|
|
|
| `OnReloadStarted` | — | Reload begins |
|
|
| `OnReloadCompleted` | RoundsAdded: Integer | Reload finishes successfully |
|
|
| `OnReloadInterrupted` | RoundsAdded: Integer | Reload cancelled mid-way |
|
|
| `OnReloadFailed` | — | Cannot reload (full mag or no ammo) |
|
|
|
|
## Blueprint Flow
|
|
|
|
```
|
|
[Player presses Reload] -> CanReload?
|
|
-> Yes: BeginReload -> Play ReloadMontage -> bIsReloading = true -> Lock fire input
|
|
-> Animation Notify "TransferRounds" -> CompleteReload -> Consume ammo from pool
|
|
-> Unlock fire input -> Broadcast OnReloadCompleted
|
|
-> No: Broadcast OnReloadFailed
|
|
```
|
|
|
|
## Communications With
|
|
|
|
| Target System | Method | Why |
|
|
|---------------|--------|-----|
|
|
| `BPC_FirearmSystem` | Direct LockFire / UnlockFire | Prevent firing during reload |
|
|
| `BPC_AmmoResourceSystem` | Direct ConsumeAmmo | Draw rounds from ammo pool |
|
|
| `ABP_PlayerBody` | Animation Notify events | Reload animation timing |
|
|
|
|
## Reuse Notes
|
|
|
|
- ReloadMontage from DA_WeaponData per weapon; swap for each weapon type
|
|
- Partial reload enabled per weapon (e.g. shotguns use individual shell reloads)
|
|
- AmmoTypeTag links to correct ammo pool in BPC_AmmoResourceSystem |