I find it easy to take one weapon in blueprint and set it up so that my characters can fight with that weapon, usually with 1-2 different attacks at most, but I’m currently undertaking something much larger in scope.
I’m looking for input on how you guys would go about setting up 2-3 attacks per weapon, for ~20 weapons. The type of weapons would be ranged (projectile), melee, and traps. Each weapon would have a unique set of animations to go with the type of weapon, and some would require two hands and a full body swing while others would be smaller and interchangeable with other smaller weapons.
Like I said, I’ve checked out the numerous examples and tutorials on how to set up an attack and deal damage, and I got that replicating over the network rather easily. I’m more interested in hearing how you’d categorize weapons or attack types (in your character BPs, custom weapon/item BPs, and animation BPs) and what parts of the pipeline would you try to abstract into a single gateway rather than keeping it unique to the weapon.
Here’s an example I’m stewing over right now: Should I have a boolean in MyCharacter BP that signifies “IsAttacking?” or should I break that apart into more detailed logic, such as “IsAttacking_Spear?” or “IsAttacking_Range?” (though our spear can be thrown or jabbed)
Thanks for the potential input!