Held Object Settings
On the Items we have an AC_HeldObject_Master Actor Component. This Actor Component stores all the data inside so that it's more portable, easily discarded, easily modified. All the settings are under the Master Category.

The Subcategory Handling: Attach Hand R/L Notify Names - These are the Notify Names on your Equip Montage that will trigger the Attach Event. Aim Socket Name - this is the name of the socket/bone at the end of the barrel with which we will run calculations to determine the accuracy of the Pose vs Where we are Actually Aiming. Equip & Holster Montages - These are the Gameplay Tags we use to lookup these montages within the Char Data Asset and are used to determine which montage gets played given the situation. The Key is the Slot Actor ID assigned to the SlotActor, and the Value is the ID which was assigned to the Montage within our Data Asset. Key = The Slot Actor ID Value = The Montage ID Private - These store internal variables which can't be hidden without preventing external access. Ignore these values, they are of no concern.

Item Info: Gameplay Tag - This is the ID which we associate with this item and will be used by the Slot Manager to determine if this item can be holstered within a specific slot actor. Display Name - This is not actually being used, but may be useful later for displaying the name of the item.

Physics: Auto Setup Replication - This only works if you enable 'Replicates' under your Class Defaults, this is because Unreal Engine can't Register Actors to Replicate during Run-Time, they need to be registered before the game starts. Replication Mode - Resimulation (WIP) is the model I am using, it's the new model introduced in 5.4 I believe and is used in Fortnite for better Physics Replication. Physics Disable Delay - This is the time it will take before Physics is Disabled after the item is dropped.


Events: These are the Events that are available and hooked up. The On Task Finished is the primary one used by the Slot Manager to determine if we are done Equipping/Holstering all items for this Task.

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