# Weapon Blueprint Setup

## &#x31;**. Create Weapon Blueprint**

### 1.1 Go to Weapons Folder

* Navigate to:\
  `/Game/AVR_Template/Weapons`

### 1.2 Create Child Blueprint

For All Weapons (Except Shotgun)

* Find BP\_GunMaster
* Right-click → Create Child Blueprint Class

&#x20;For Shotgun

* Find BP\_Gun\_Shotgun
* Right-click → Duplicate
* Rename it based on your weapon

### 1.3 Name Your Weapon

* Give it a clear name based on your weapon
  * Example: `BP_AK47`, `BP_M4`, `BP_Pistol_01`

<figure><img src="/files/dXMp9GZ71H0Go3oEhCY2" alt=""><figcaption></figcaption></figure>

#### **Why This Step Matters**

* **BP\_GunMaster** already contains all core logic
* By creating a child, you inherit:
  * Firing system
  * Attachments system ( Scope , SIlencer , etc.. )
  * Reload logic
  * Fire modes

You only need to:

* Assign your mesh
* Adjust settings

***

## **2. Assign Components (Step-by-Step)**

Now open your weapon Blueprint. In the **Components** tab, all required components are already set up. Your job is to **assign the correct meshes and elements one by one**.

Follow this exact order to avoid issues:

<div align="left" data-with-frame="true"><figure><img src="/files/ZIk27ooOCexkMjeuSJCd" alt=""><figcaption></figcaption></figure></div>

***

### **2.1. Base Weapon Mesh (Start Here)**

* Select **WeaponRootMesh**
* Assign your **Base weapon mesh**

This is the **main body of the weapon**, so always start here.

***

### **2.2. Fire Mode**

* Select **FireModeSelector** add mesh (If applicable)

***

### **2.3. Handle & Slide (if applicable)**

Assign meshes based on the type of weapon you are creating:

**Handle**

* Used for: **M4 style rifle & Shotguns**
* Assign your **Handle mesh** here
* Pull Handle , so it also pull its child component **Slider**.&#x20;

**Slider**

* Used for: **Pistols & AK style Rifle**
* Assign your **Slider mesh** here

#### **Handle vs Slider — Quick Visual Guide**

```
[ M4 Style / Shotgun Setup ]
Handle ✅ (Assign Mesh)
Slider ✅ (Assign Mesh)
Reload → Handle

[ AK Style / Pistol Setup ]
Handle ❌ (EMPTY)
Slider ✅ (Assign Mesh)
Reload → Slider
```

***

### **2.4. Chamber**

* Assign mesh to **ChamberRoundMesh** ( Setup is as below image ) ( set visiblity to False )

<figure><img src="/files/sEZT8kuIMgT6iJ6ICH4n" alt=""><figcaption></figcaption></figure>

***

### **2.5. Muzzle**

* Select **Muzzle** add mesh (If applicable)

***

### **2.6. Trigger**

* Select **Trigger** add mesh ( make sure Trigger Pivot Placed correctly so it will rotate perfectly )

<figure><img src="/files/ohcH8g88zsO136dUe0g7" alt=""><figcaption></figcaption></figure>

***

## **Important Tips**

* Always start from **Base → then move forward logically**
* Do NOT skip order — many things depend on base alignment
* If something looks wrong:
  * Fix transform (Location/Rotation), not logic
* Make sure facing direction is Y ( see attached image as reference ) ( if direction is wrong so chnage pivot rotation)

<figure><img src="/files/XTsaXrsGopueeJpq9yko" alt=""><figcaption></figcaption></figure>

***

#### **Next Step**

Now mesh setup is complete.

Proceed to:

* **Collision Setup**

These steps ensure your weapon works correctly with interaction, reload behavior.


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