DocCodding - Modular Weapon Attachments Editor - Weaponry Assembly System (WAS)

Create fully modular and customizable weapons with ease using this robust plugin and its dedicated node-based weapon editor. Design weapons as complex or as simple as your project needs—quickly prototype and build complete weapon systems similar to those seen in Fallout 4 or Metro Exodus.

The plugin includes a ready-to-use weapon component that handles essential weapon logic out of the box, making testing and iteration fast and efficient.

This system is designed to be extensible, supporting both Blueprint and C++ custom nodes, making it flexible for any production scale—from indie projects to AAA.

Characteristics

  • Fully functional modular weapon system

  • Custom node-based editor for intuitive weapon creation

  • Extendable via Blueprint and C++ custom nodes

  • Pre-built functional weapon component for fast results

  • Future-ready design for cross-plugin ecosystem expansion

  • Easy to integrate with multiplayer/network systems (all exposed with minimum data replication)

Built as the foundation of a larger Combat System ecosystem, this plugin will integrate seamlessly with future expansions, adding new functionalities and cross-plugin features.

Feel free to reach out with any questions or feedback!

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Hello, Developer

Subject: Temporary workaround for LNK2001 during packaging

Env: Unreal Engine 5.7.4

During the packaging build, build process failed with an LNK2001 unresolved external symbol error related to:

UWeaponComponentRuntimeNode::CreateAndAttachObjectTemplated

The root cause was that the function definition was placed inside a #if WITH_EDITOR block, while the declaration remained outside.
As a result, the definition was excluded in non-editor builds, leading to the linker error.

As a temporary workaround, I moved the implementation (definition) outside of the #if WITH_EDITOR block, so that the function is always defined, and only the editor‑specific logic is conditionally compiled.

This allows the packaging build to complete successfully.

I was able to check the operation of AssetBP in the package build.

I’m sorry if it’s wrong. Thanks for developing this asset!