Have you thought about using Data Tables instead of the current code you have now? It’ll eliminate the need for the WeaponData blueprint, and present it in a manner that is cleaner and more user friendly. I just converted mine over, though mine accounts for more complicated combinations. (Such as having “material tables”, and defining parts to allow an array of X material types (metal, mineral, wood, leather, cloth) for recognizing what is allowed for each component). It was a bit of work to do, but it also allowed for a more streamlining method to read data being input, and saves on having to scan the arrays a few times for items since it simply uses “Get Data Table Row” to obtain items. Making enumerations also allows for obtaining certain items from lists based on the item selected. Just a thought!
Love your work, however, this is simply genius. One request I might make, however, would be to have ‘clean’ normal maps for the weapons? As amazing as it is to get different combinations of weapons, the “wear and tear” on the blades makes them look that much similar to one another. People can always design their own “destruction”, that’s not too big of a deal. But for those wanting to have different conditional “states”, the weapons can never have a fully “repaired” look.
I hope that doesn’t sound obnoxious, because it is not my intent to come off that way. But clean normal maps might not only be nice for us, but it would be less work for you as well.
Keep up the great work!!!