# Setup Scope Blueprint

## **1. Create Scope Blueprint**

* Open **Content Browser**
* Go to:\
  `/Game/AVR_Template/Weapons`
* Create **Child Blueprint** of `BP_ScopeMaster`

<div align="left"><figure><img src="/files/6xWa9lVIF5WTiHVe6ftE" alt=""><figcaption></figcaption></figure></div>

* Rename (example):
  * `BP_Scope_<ZoomNumberX>`

<div align="left"><figure><img src="/files/Dqt12OWmawzDnixsKQc7" alt=""><figcaption></figcaption></figure></div>

***

## **2. Assign Mesh**

* Select **Scope Mesh**
* Set **Static Mesh** → your scope model

<figure><img src="/files/PbJa5k54m4crSvNulZNT" alt=""><figcaption></figcaption></figure>

* Inside Blueprint we must looking at **X direction**.

<div align="left"><figure><img src="/files/fTUvxrZFDrhbLQ0F21q3" alt=""><figcaption></figcaption></figure></div>

***

## **3. Collision Setup**

### **3.1 Scope Collision**

* Place at **bottom of scope**
* Detects overlap with weapon for attachment

<figure><img src="/files/wDXk5lP4jh3Y9oOMofbp" alt=""><figcaption></figcaption></figure>

***

### **3.2 Pickup Collision**

* Place around **main body**
* Detects hand grab

<figure><img src="/files/z001ykWlFViONvFW5s2T" alt=""><figcaption></figcaption></figure>

***

## **4. Grab Component Setup**

* Select **WeaponCurlGrabComponent**
* Set:
  * **Type** → Scope
  * **Weapon Type** → Leave Empty

    <figure><img src="/files/z7C6CfpPxJPMPs8mc1Nt" alt=""><figcaption></figcaption></figure>

***

## **5. Hand Placeholder Setup**

* **SM\_LeftHand** → `SKM_Manny_Left`
* **SM\_RightHand** → `SKM_Manny_Right`
* Set **Anim To Play** → Scope grab animation

**Right → Left Setup Trick**

* First setup **SM\_RightHand** correctly
* Then **invert location & rotation** for **SM\_LeftHand**

<figure><img src="/files/t8QYekwUxjU8SV3SKioT" alt=""><figcaption></figcaption></figure>

***

## **6. Scope Visual Setup**

### **6.1 . Scope Zoom Material (Skip if you dont want to use zoom)**

Create your own zoom level.

#### **6.1.1 Create Material Instance**

* Go to:\
  `/Game/AVR_Template/Art/Scopes/ScopeZoomMaterial`
* Create **Material Instance** of `M_Scope`

<div align="left"><figure><img src="/files/WPDBJ29JbEqCQ7yrIxnf" alt=""><figcaption></figcaption></figure></div>

* Rename (example):
  * `MI_Scope_<ZoomLevelx>`

<div align="left"><figure><img src="/files/7eDU5EAK5v2mlkP8lspf" alt=""><figcaption></figcaption></figure></div>

***

#### **6.1.2 Configure Parameters**

* **Open Material**
* **Scale**
  * `2` → 2x zoom
  * `4` → 4x zoom
  * `6` → 6x zoom
* **Vignette**
  * Adjust for edge darkening effect

<div align="left"><figure><img src="/files/Jk265V0pIOLyOHNCyZJw" alt=""><figcaption></figcaption></figure></div>

***

### **6.2 Scope Area (Lens)**

* Open Your **Scope Child Blueprint**
* Set **Static Mesh** → scope lens mesh
* Place inside viewing area
* Assign **zoom material**

> If not using zoom → disable visibility

<figure><img src="/files/E8AMeNcIzuHj9cgKoTOL" alt=""><figcaption></figcaption></figure>

***

### **6.3 Reticle Area**

* Place slightly **in front of scope area**
* Assign **reticle material**

<figure><img src="/files/JPS4AY7lYozMzsiBLTv1" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/Qf2GHJPNYc8XUhWrHu9p" alt=""><figcaption></figcaption></figure>

***

### **6.4 Scope Screen Capture**

* Place at **end of scope (rear side)**
* Adjust for correct viewing angle
* Output renders onto **Scope Area**

<div align="left"><figure><img src="/files/N9so4ceva2kS5lyL7lJt" alt=""><figcaption></figcaption></figure></div>

***

## **7. Sound Effect**

#### **Customizable Settings**

* Click **Class Defaults**
* **Scope Attachment Sound** → Plays on attach
* **Scope Ejection Sound** → Plays on detach

<div align="left"><figure><img src="/files/rUEmVDQXgIew1rW8CyPe" alt="" width="413"><figcaption></figcaption></figure></div>

***

## **8. Inventory – Customizable**

* **Rotation Inside Inventory** → Rotation when placed in inventory
* **Scale inside Inventory** →  Scale when placed in inventory
* Location inside Inventory  → Offset Location when placed in inventory

<figure><img src="/files/i8WVRWEidWRRCx7YqRoV" alt=""><figcaption></figcaption></figure>

***

## **9. Final Step (Important)**

Bind Scope to your weapon:

* Open your **Weapon Blueprint**
* Go to **Class Defaults → Scope – Customizable**
* Set **Attachable Scope** → your created Blueprint\
  \&#xNAN;*(e.g. `BP_Scope_4x`)*

<div align="left"><figure><img src="/files/8tHSyTUd4UnvpZl44qbF" alt="" width="493"><figcaption></figcaption></figure></div>

***

## **⚠️Important ⚠️**

Make sure you have placed a **Scope Spline Rail** on your weapon.\
&#x20;Click here setup scope rail -  [Weapon Spline Setup](/advanced-vr-template/add-your-own-weapon/interactive-blocks.md)

***

## **Result**

* Fully functional scope system
* Custom zoom levels
* Clean reticle + rendering setup


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