Weapons · Updated May 01, 2026
Shotgun Setup Checklist
Shotgun Setup Checklist
Goal: get the shotgun fully functional in-game using AR animations as placeholders. Animate later — get it shooting first.
#Phase 1 — Mesh Import
- [x] Export
SK_SL_Shotgun_FP.fbxfrom Maya
- [x] Export
SK_SL_Shotgun_TP.fbxfrom Maya
- [x] Import both to
Content/SystemLink/Weapons/Shotgun/Meshes/
- [ ] Open
SK_SL_Shotgun_FPskeleton → add socketMuzzleFlashat barrel tip
- [ ] Open
SK_SL_Shotgun_FPskeleton → add socketLeftHandGripat pump fore-end
- [ ] Open
SK_SL_Shotgun_FPskeleton → add socketLeftHandElbow(~15cm behind/below left hand)
- [ ] Open
SK_SL_Shotgun_TPskeleton → add socketMuzzleFlashat barrel tip
#Phase 2 — Animation Blueprints (AR placeholders)
Duplicate the AR anim BPs — just swap the skeleton reference in each, leave everything else as-is.
- [x] Duplicate AR FP character anim BP →
ABP_SL_FP_ShotguninContent/SystemLink/Weapons/Shotgun/Animation/
- [x] Duplicate AR TP character anim BP →
ABP_SL_TP_Shotgunin same folder
- [ ] Duplicate AR FP weapon anim BP (if separate) →
ABP_SL_FP_Shotgun_Weaponin same folder
- [ ] Duplicate AR TP weapon anim BP (if separate) →
ABP_SL_TP_Shotgun_Weaponin same folder
- [ ] In each duplicated ABP: open Class Settings → repoint Skeleton to the shotgun skeleton
#Phase 3 — Gameplay Tags
Add in Project Settings → GameplayTags (ini). The SLTags.Abilities weapon tags use FirstPerson/ThirdPerson sub-namespaces — same pattern as the AR.
- [x]
GameplayCues.Weapon.Shotgun.PrimaryFire
- [x]
GameplayCues.Weapon.Shotgun.Impact
- [x]
GameplayCues.Weapon.Shotgun.Equip
- [x]
SLTags.Abilities.ThirdPerson.Shotgun
- [x]
SLTags.Abilities.FirstPerson.Shotgun
Check the tag manager first — these may already be registered.
#Phase 4 — GAS Assets
- [x] Create
GE_SL_Shotgun_PumpCooldowninContent/SystemLink/AbilitySystem/Effects/ - Type: Duration, 0.8s
- Granted Tags:
SLTags.States.Weapon.Firing
- [x] Create
DA_SL_ShotguninContent/SystemLink/Weapons/Shotgun/(class:USLWeaponDataAsset) - Fill all values from
Docs/Shotgun.md FirstPersonSkeletalMeshData.WeaponMesh→SK_SL_Shotgun_FPFirstPersonSkeletalMeshData.AnimLayerClass→ABP_SL_FP_ShotgunThirdPersonSkeletalMeshData.WeaponMesh→SK_SL_Shotgun_TPThirdPersonSkeletalMeshData.AnimLayerClass→ABP_SL_TP_Shotgun
#Phase 5 — Weapon & Ability Blueprints
- [ ] Duplicate
BP_WeaponActor_AssaultRifle→BP_WeaponActor_ShotguninContent/SystemLink/Weapons/Shotgun/ - Point
WeaponData→DA_SL_Shotgun
- [ ] Duplicate
BP_GA_SL_TP_AssultRifle_Equip→BP_GA_SL_TP_Shotgun_EquipinContent/SystemLink/AbilitySystem/Abilities/Weapons/Shotgun/ AbilityTags=SLTags.Abilities.ThirdPerson.ShotgunActivationOwnedTags=SLTags.States.Weapon.EquippingTriggers[0].TriggerTag=SLTags.Abilities.ThirdPerson.ShotgunTriggers[0].Source= GameplayEvent
- [ ] Duplicate
BP_GA_SL_FP_AssultRifle_Equip→BP_GA_SL_FP_Shotgun_Equipin same folder AbilityTags=SLTags.Abilities.FirstPerson.ShotgunTriggers[0].TriggerTag=SLTags.Abilities.FirstPerson.ShotgunTriggers[0].Source= GameplayEvent
- [ ] Duplicate
BP_GA_SL_AssualtRifle_PrimaryFire→BP_GA_SL_Shotgun_PrimaryFirein same folder - Set Cooldown Effect Class →
GE_SL_Shotgun_PumpCooldown
#Phase 6 — Cue Blueprints
All in Content/SystemLink/AbilitySystem/Cues/Weapons/Shotgun/. Duplicate the matching AR cue and update the tag.
- [ ]
GC_SL_Shotgun_PrimaryFire— tag:GameplayCues.Weapon.Shotgun.PrimaryFire
- [ ]
GC_SL_Shotgun_Impact— tag:GameplayCues.Weapon.Shotgun.Impact
- [ ]
GC_SL_Shotgun_Equip— tag:GameplayCues.Weapon.Shotgun.Equip
#Phase 7 — Pickup & World Placement
- [ ] Duplicate AR pickup BP →
BP_SL_WeaponPickup_ShotguninContent/SystemLink/Pickups/Weapons/Shotgun/ - Point
WeaponActorClass→BP_WeaponActor_Shotgun
- [ ] Place
BP_SL_WeaponPickup_Shotgunin TestMap
#Phase 8 — Test Checklist
- [ ] Fire blast → 8 separate impact cues fire on hit surfaces
- [ ] Ammo decrements by 1 per blast (not 8)
- [ ] Pump cooldown prevents firing again for ~0.8s
- [ ] Recoil kicks up noticeably per blast
- [ ] Cycle weapon swaps to/from shotgun correctly with ammo preserved
- [ ] Pickup replaces equipped weapon when inventory full
- [ ] Shotgun drops on death with correct ammo count