Weapon Selection System

It would help to know which events you use but generally it’s very much possible to just take everything, copy it into a weapon BP and then use those events to call functions inside of your weapon BP.

To have this working properly without it getting messy due to casting the currently selected weapon through all possibilities you will need a master weapon with the very basic variables and functions every weapon will need.
Now an abstract method would be really awesome (call it in your weapon master and implement the functionality in a child class) however sadly this is at this point not possible through blueprint.
However you can get something very similar by implementing an interface for your weapon master but not implementing that function in there.

You’re child BP will have those functions at the side and you can right click them to implement them in your child bp.

From yoru player BP you can then simply call those interface events for your weapon master (like fire button down, up. Reload, etc) and the currently selected weapon will then receive them and run their own logic.

I hope it’s understandable without pictures. I will try to get a bit of time in this evening and post a bit more detailed explenation.

Cheers