LimenWeapons Module
Subsystem Breakdown
Weapon Management
Class Name | Role |
|---|---|
Represents a weapon in the LimenWeapons system, inheriting from ALimenPhysicalItem and adding functionality specific to weapons, including firing, reloading, and handling ammo updates. | |
Represents a type of ammunition item in the Limen framework. | |
FLimenWeaponsModule | Manages the initialization and shutdown of the Limen Weapons module. |
Damage Handling
Class Name | Role |
|---|---|
Manages and processes damage events within the game, including applying damage, handling damage types, and broadcasting damage information. | |
Represents a custom damage type in the LimenWeapons module. |
Weapon Firing Mechanics
Class Name | Role |
|---|---|
A weapon class that performs line trace-based firing. | |
Blueprintable and network-aware base class for weapon fire methods in the LimenWeapons system. |
Design Philosophy
The LimenWeapons module is designed to provide a comprehensive framework for managing weapons, ammunition, and damage handling within a game. It emphasizes modularity and extensibility, allowing developers to easily add new types of weapons, ammunition, and damage effects.
Recommended Integration
Developers can extend the weapon system by creating new subclasses of
ALimenWeaponandALimenAmmo, adding custom behaviors and properties.Custom damage types can be created by extending
LimenDamageTypeand registering them with theULimenDamageComponent.New firing methods can be implemented by subclassing
ULimenWeaponFireMethodto define unique shooting mechanics.