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.

  1. Use the confirmed collision hit event to activate the impact path once.
  2. Place effects using impact point and normal.
  3. Process gameplay work, stop movement and prevent duplicate triggering.
  4. Keep the actor alive while attached effects need it.
  5. 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