UWZ / Developer documentation
Configuration & inheritance.
Plan reusable projectile-child configuration and impact presentation without duplicating the shared UWZ architecture.
Guide contents · Prelaunch guide · Release information
Blueprint inheritance
Configure the child.
Retain the common behavior.
A shared parent.
Project-specific presentation.
BP_UWZ_ImpactTranslator is the parent projectile Blueprint. Children inherit the shared behavior and provide projectile-specific configuration.
The approved authoring design includes optional parent-owned Niagara and decal components, initially inactive or hidden, with child-editable presentation settings.
Blueprint reference
The shared contract.
- Parent Blueprint
- BP_UWZ_ImpactTranslator
- Runtime coordination
- BP_UWZ_LiveMeshRuntimeManager
- Damage interface
- BPI_UWZ_DamageSource
- Child configuration
- Projectile parameters and optional impact presentation
The release reference will document exact exposed variables, interfaces and supported extension points.
Intended customization
Change the presentation
without duplicating impact logic.
- Niagara system and effect scale
- Decal material, size and lifetime
- Projectile-specific damage, radius and impact strength
- Child visual mesh and project presentation
Cosmetic effects remain independent of collision, damage, instance promotion and physical response. Visual effect scale does not change the configured impact radius.
Event-driven lifetime
One impact.
A complete cleanup path.
- Use the confirmed collision hit event to activate the impact path once.
- Place effects using impact point and normal.
- Process gameplay work, stop movement and prevent duplicate triggering.
- Keep the actor alive while attached effects need it.
- Expire the effects and clean up the actor according to the child configuration.
Follow the released Blueprint reference for component settings and project-specific cleanup behavior.
Continue: support