I remember reading in the documentation somewhere that an abilitysystemcomponent can’t have attributes with the same name. That makes it pretty hard to give weapons an AttributeSet unless it is a new AttributeSet class for every weapon. Has anyone done anything like this yet or have some successful work arounds?
The options I can think of are:
- Don’t use Attributes on weapons, just use normal floats and base damage off of those floats during effect execution calculation
- Give every weapon its own ASC. Seems like it could be a clean solve but I have no idea how bad this is to do or what type of overhead it incurs
- Come up with some way using macros to easily generate new AttributeSets with unique names so that defining individual Weapon AttributeSets is less work?