![](https://www.lostingamestudio.com/wp-content/uploads/2024/06/ImpactRangedWeaponClass.png)
Impact Ranged Weapon is the base class for weapons in Impact Designer. It contains basic features like projectile firing, different firing modes, shooting accuracy and range. This class will be improved in future updates.
This class is optional, you are not obliged to use it to benefit from Impact Designer’s functionalities.
How to configure? #
- Select a skeletal mesh for your weapon.
- Adjust collision radius.
- Adjust class settings.
- Adjust the component settings (Impact Projectile Spawner). See the documentation on this component for a detailed explanation of the parameters.
- Override Activate/Deactivate function if needed
![](https://www.lostingamestudio.com/wp-content/uploads/2024/06/ActivateFunctionOverride-1024x259.png)
Class Settings #
BASE #
- Accuracy : Not used for now.
- Range : Not used for now.
- Base Damage : Not used for now.
- Weapon Attachment Socket Name : Socket in character mesh used to attach weapon. Override Right Hand Socket Name in Impact Pawn Equipment component.
FIRE #
- Available Shooting Mode : Shooting mode enabled for this weapon. There are three different firing modes. Choose the firing modes you want to allow with this weapon.
- Default Shooting Mode : Weapon default shooting mode at start.
Semi Auto
- Keep Fire in Semi Auto : Player can continuous to fire if keep key press (When in Semi Auto fire mode).
- Fire Rate in Semi Auto : Amount of projectile spawned when in semi auto if Keep Fire In Semi Auto is enabled. Value in projectile per minute.
Burst
- Burst Mode Shoot Amount : Number of shot for each burst.
- Burst Mode Speed : Time between each shot in the same burst.
- Burst Mode Delay Between Burst : Time between each burst.
Automatic
- Fire Rate : Amount of projectile spawned when in full auto mode. Value in projectile per minute.
SOUND – VISUAL – ANIMATION #
Sound
- Fire Sound : Sound that is spawned for each shot.
Visual
- Enable Muzzle Flash : Whether or not muzzle flash is enabled.
- Muzzle System : Niagara system used for muzzle flash.
- Muzzle Flash Socket Name : Socket used for spawn transform of Niagara system component.
- Enable Shell Eject : Whether or not shell eject is enabled.
- Shell Eject System : Niagara system used for shell eject.
- Shell Eject Mesh : Mesh used for shell. Please note that this work with only mesh renderer niagara emitter.
- Shell Eject Socket Name : Socket used for spawn transform of Shell Eject System component.
Animation
- Fire Animation : Not used for now
- Weapon Anim Blueprint : Not used for now