Weapon Customization / Loadout System - what features would you like to see?

NOW RELEASED: FPS Weapon Loadout System in Blueprints - UE Marketplace

:speech_balloon: SUPPORT: Discord or E-Mail

:movie_camera: VIDEO: https://youtu.be/6abT0W90Brw

:wrench: DOCUMENTATION: https://cb-productions.github.io/WeaponCustomizationDocumentation/

:star:FEATURES

  • Compatible with UE5!
  • Data-driven customization options (UI updates automatically)
  • Easily extendable
  • Two weapons included (M4A1 and A47)

Let players modify their weapons with an easy-to-use system. The system includes the same mechanics that one can find in modern AAA games. Additionally, two AAA-quality Weapons (M4A1 and AK-47) are included for demonstration purposes.

Attachments are handled through DataAssets and can easily be extended. The UMG Widgets for displaying the UI are managed dynamically. Adding new DataAssets will automatically update the corresponding UI.

An automatic save and load system is included. Save and load are triggered automatically when attachments are changed. When first starting the game, the last loadout will be loaded. Loading is handled asynchronously so that the UI remains responsive when assets are streamed in.

An example of how to integrate this is included (integration into the default UE4 First Person Example). A description of this is also available in the documentation.


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Still WIP, but added the ability to choose between different weapons (M4 and AK for now).

What other weapons would you like to see?

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Hey there @order66,

Are you focusing mainly on the weapons themselves or the weapon “skins”?

For now, we are focussing on the weapons themselves. However, there’s definitely the option to include skins.

The reason for this post is to gather information about what people would want to see in such a package.

The project is now available on the UE4 Marketplace: FPS Weapon Loadout System in Blueprints - UE Marketplace