Melee Clarification Data Reference

This file describes parameters of three Data Assets that configure melee combat in RPG Engine v6:

  • BP_CommonMaster_Clar — shared character/weapon settings (animations, UI, effects, baseline melee behavior).
  • BP_Weapon_Master_Clar — per‑weapon settings (meshes, animation, back actor, sockets, unique ID, etc.).
  • BP_Melee_W_Master_Clar — melee‑weapon settings (trace sockets, second mesh, possible buffs, etc.).

Format:

ParameterName — Type, short purpose and how it affects behavior.


BP_CommonMaster_Clar

Common

  • TypeTag — Gameplay Tag, defines weapon type for melee; empty by default, used by the melee system to select the correct configuration and attack logic.

Close Combat

  • Special Attacks Container Data — Map(Gameplay Tag → BP_CC_SPA_Container Data Asset), list of all special attacks available for this weapon; defines which special attacks are activated when a specific buff is learned, activation is done via AN_CC_ActivateState notify in the hit montage.
  • DefenceCoefficient — Float, defense coefficient for melee; used to reduce incoming melee damage.
  • Total Powerful Attacks By Combos — TArray, list of counts/coefficients of powerful attacks per available combo set; affects how many powerful hits can appear in corresponding chains.
  • Total Simple Attacks By Combos — TArray, list of counts/coefficients of simple attacks per available combo set; defines simple‑chain length for different combos.
  • AirToFloorAmount — Float, coefficient/amount of hits when the attacker is in the air and the target is on the ground.
  • AirToTargetAmount — Float, coefficient/amount of hits when attacker and target are at different heights (air‑to‑target situations).

Animations

  • Animations — Data Asset (BP_LocomotionData_Master), defines which animations and which animation layer are plugged into the main character AnimInstance when this weapon is equipped.

Key fields inside BP_LocomotionData_Master (for orientation):

  • Locomotion / AnimLayer — AnimInstance Class, animation layer attached to the character Anim BP.
  • Skills / TelekinesisS_TelekinesisAnimations struct, animation set for telekinesis‑type skills.
  • Abrupt Movement / Use Common Dodge Anims — Bool, whether to use common dodge animations instead of the Dodge struct set.
  • Abrupt Movement / Dodge — Struct, animation montage references for dodge moves.
  • Abrupt Movement / Use Common Dash Anims — Bool, whether to use common dash animations instead of the Dash struct set.
  • Abrupt Movement / Dash — Struct, animation montage references for dash moves.
  • Abrupt Movement / Use Common Jump Dash Anims — Bool, whether to use common jump‑dash animations instead of the JumpDash struct set.
  • Abrupt Movement / JumpDash — Struct, animation montage references for jump‑dash moves.
  • Abrupt Movement / Use Common DoubleJump Anims — Bool, whether to use common double‑jump animations instead of the DoubleJump struct set.
  • Abrupt Movement / DoubleJump — Struct, animation montage references for double‑jump.
  • Actions / Actions — DataTable Row Handle, action animation set (contextual character actions).
  • First Person / FP Idle — AnimSequence, first‑person aim idle animation while standing.
  • First Person / FP Crouch Idle — AnimSequence, first‑person aim idle animation while crouching (Z‑offset changed).

Wall check fields:

  • CheckWall — Bool, enables wall check in front of the character while using this weapon/melee animations.
  • CheckWallDistance — Float, trace distance for wall check when CheckWall is enabled.

Effect

  • Impact Data — Data Asset (BP_ImpactData), configuration of hit visual and sound effects for this weapon (VFX, SFX, decals, per‑surface behavior).

Widgets

  • Aim Widget — User Widget Class, aim UI widget shown when this weapon is used.
  • EmptyAim — Bool, enables using an empty/minimal crosshair instead of the standard aim widget.

Engine

  • RetargetModifier — Float, retargeting modifier for weapon animations (used to adjust pose/movement for a specific skeleton or weapon profile).

BP_Weapon_Master_Clar

Generic weapon parameters: main/second mesh, animation, back actor, attach sockets, unique ID, and hit feedback.

Common

  • MainSkeletalMesh — Skeletal Mesh, primary skeletal mesh of the weapon; used for visual representation in hands and as the base for damage application.
  • MainSkeletalMeshAnimBP — AnimBlueprint Class, animation blueprint for the primary weapon mesh; required if the weapon needs to play its own animations/montages.
  • InteractStaticMesh — Static Mesh, mesh used by the world interact actor; skeletal mesh is not used there for optimization reasons.
  • Main Mesh Start Montage — AnimMontage, montage played when the weapon is picked up/equipped; can be used for a nice melee‑weapon draw animation.

Attach & Back

  • AttachToBodyComponent — Mesh/Component Reference, component/asset used when the weapon is not in hands and is attached to the body/back.
  • AttachSockets (sAllowedSockets) — Struct (e.g. MainSocket, SecondSocket), defines allowed sockets for attaching the weapon to the character or their components.
  • Custom Back Actor — Actor Class, custom back actor instead of the default BP_WeaponBack; used when the weapon needs a special representation on the back (for example, BP_DoubleWeaponBack for sword+shield).
  • DestroyBackActorByAnimNotify — Bool, if true, the back actor is destroyed not immediately on weapon change but when a specific AnimNotify is fired from a montage.

Animation & Feedback

  • UniqueWeaponEnum — Enum, unique weapon identifier for the character Animation Blueprint; used to select the proper EffectorTarget and to know which weapon is currently equipped.
  • VictimHitCуameraShake — CameraShake Class, camera shake applied to the victim when they are hit by this weapon.

BP_Melee_W_Master_Clar

Child of BP_CommonMaster_Clar and BP_Weapon_Master_Clar that specifies melee‑weapon‑specific parameters: trace sockets, damage type, second mesh, buffs, etc.

Damage

  • DamageType — BP_DamageTypeMaster Class, damage type class used for this melee weapon; defines how damage is processed and what effects/resistances apply.

Trace Sockets

  • Main Mesh Trace Sockets — TArray, list of trace sockets on the main weapon mesh; these sockets must exist on the weapon (e.g. sword blade) and are used for melee trace/hit detection.
  • Second Mesh Trace Sockets — TArray, list of trace sockets on the second weapon mesh; filled only if the weapon consists of two parts (for example, sword + shield).

Second Mesh & Back

  • SecondSkeletalMesh — Skeletal Mesh, second skeletal mesh of the weapon; used when the weapon consists of two components (e.g. sword+shield).
  • SecondMeshAnimBP — AnimBlueprint Class, animation blueprint for the second mesh; allows playing montages/animations on the second weapon element when equipping/using it.
  • SecondBackMesh — Mesh, back mesh for the second weapon element, displayed on the body/back when the weapon is holstered (together with the main back mesh).
  • SecondMeshStartMontage — AnimMontage, montage for the second weapon element that is played when the weapon is picked up/equipped.
  • SecondMeshBackSocket — Name, socket name on the back (on BP_WeaponBack) where the second skeletal mesh component of the back actor is attached.

Buffs

  • PossibleBuffs — TArray, list of buffs that can be applied to this weapon; each element is a row name from DT_ItemData, used by the system to find associated buff/skill data.
  • docs/systems/melee/melee-system.md — high-level melee system overview, behavior, and runtime flow.