First Person Weapon Blueprint Help

Player Input action -> Weapon Class Event

Firing a weapon is typically all coded in the weapon class. The input action (in pawn) calls an event in the weapon class. Said event processes the logic.

e.g.

Pawn class, Input action Fire

https://i.imgur.com/S5qlisq.jpg

Weapon Class, Fire Weapon Event

https://i.imgur.com/LJY3Fhc.jpg

Weapon class, firing mode logic

https://i.imgur.com/gtTlcuW.jpg

Each of these firing mode events call “Fire Weapon Sequence function”. This function spawns the projectile, handles recoil, animation (montage), sound fx, muzzle flash, ammo deduction etc.