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_ContainerData 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 viaAN_CC_ActivateStatenotify 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 / Telekinesis—S_TelekinesisAnimationsstruct, animation set for telekinesis‑type skills.
Abrupt Movement / Use Common Dodge Anims— Bool, whether to use common dodge animations instead of theDodgestruct 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 theDashstruct 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 theJumpDashstruct 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 theDoubleJumpstruct 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 whenCheckWallis 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 defaultBP_WeaponBack; used when the weapon needs a special representation on the back (for example,BP_DoubleWeaponBackfor 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 (onBP_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.
Related docs
docs/systems/melee/melee-system.md— high-level melee system overview, behavior, and runtime flow.