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出品Weapon Attachments Editor Modular - Weaponry Assembly System (WAS)のメディア1
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説明

Stop managing endless enums. Start assembling weapons.

Building a modular weapon system in Unreal usually means brittle enum selectors, manual type casts, and architecture that breaks the moment you add a new weapon type. Weaponry Assembly System (WAS) solves that at the root.

WAS gives you a node-based editor to design modular weapons visually, a backend API that scales from 2 attachment slots to 20 without changing your underlying logic, and a ready-to-use weapon component so you can go from zero to functional weapon in minutes.

Inspired by systems like Fallout 4 and Metro Exodus — built as a professional developer tool, not a content pack. Bring your own meshes; WAS handles the architecture.

What's included

  • Node-based Weapon Editor — Design your weapon structure visually. Define slots, modifications, and property overrides without writing boilerplate.

  • UWeaponComponent — A fully functional weapon component handling triggering, burst fire, reload (magazine and belt-fed), ammo management, and probabilistic jamming. Override only what you need.

  • Runtime Modification Widget — A reference in-game UI showing live mesh preview and real-time stat updates when swapping attachments, similar to Fallout 4's workbench. Ready to use or adapt to your own UI.

  • Description System — A semi-dynamic data asset system to assign human-readable names and descriptions to each modification value, weapon-agnostic and easy to extend.

  • Blueprint & C++ extensibility — Every node, every event, every delegate is exposed. WAS is a foundation, not a black box.

Why WAS scales with your project

The same system works for a simple indie pistol with 2 slots and a complex AAA weapon with 20. No enum refactoring. No architecture rewrites. Add a new modification type and the rest of the system adapts.

Multiplayer-ready architecture

WAS operates as a backend API by design. Replication is intentionally left to you, keeping data transfer minimal and giving full control over what gets synchronized in your specific network architecture.

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