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Physics-Based Magazines

caution

This documentation may be outdated, use with caution.

The first step is to create a Data Asset that provides the weapon actor with necessary information about the physics-based magazine.

Follow these steps:

  1. Navigate to the appropriate folder in your Unreal Engine project.
  2. Create a new Data Asset.
  3. Select the appropriate parent class for the Data Asset.

Once the Data Asset is created, you can configure the following properties:

  • SM Mag: The static mesh used for the magazine’s physics upon reload. Ensure the collision is kept simple for optimal performance.
  • Socket Location: The weapon mesh socket where the magazine will "spawn."
  • Impact Sound: A sound cue that defines the collision sounds for the magazine. This allows for multiple sound waves to play when the magazine collides with surfaces. (Currently not working).
  • Mag Impulse: The physics force applied to the magazine after it spawns. (Broken as of now).
  • Physics Mass (kg): The mass (in kilograms) assigned to the magazine upon spawning.
  • Physics Material: This determines the magazine’s physical attributes, such as bounciness and friction. Create a new physics material to achieve different behaviors.

Notify Driven Spawn Behavior

  • Notify Driven? (False): The magazine will spawn once the reload animation finishes, causing a slight delay in its appearance.
  • Notify Driven? (True): The magazine will spawn based on animation notify events, providing more precise control over the timing.

Adding Magazine Creation Anim Notifies

  1. Open the weapon animation sequence that includes a reload action.
  2. Add the Anim_ForceMag notify to the animation timeline.
  3. If the weapon reloads in third-person, check the designated box to enable this functionality. (Important!)
  4. Navigate to the weapon Blueprint (BP), search for DA_Mags, and select the newly created Mag Data Asset.