How to Add a New Weapon Buff
Purpose and Scope
This guide explains how to add a new buff item that can be equipped on a melee weapon.
Use this workflow when the buff: — is created as an inventory item
through Item Assistant — is assigned to a melee weapon through the
weapon clarification asset — uses a gameplay tag in the
CharacterStates.Buffs.Weapon.* namespace — should appear in
the weapon’s Possible Buffs list
This guide is for weapon buffs only.
Core idea
A weapon buff is a regular buff item that is linked to a melee weapon.
The setup flow is: 1. Create the buff item in Item Assistant. 2. Fill
its General and Inventory data. 3. In the buff clarification asset, set
the type to Other. 4. Create a new gameplay tag for the
weapon buff. 5. Assign that tag in the buff clarification asset. 6. Add
the buff item row name to the weapon’s Possible Buffs. 7.
Make sure the interact actor has its Data parameter
filled.
After that, the buff can be equipped on the weapon.
Step 1. Create the buff item in Item Assistant
Open Item Assistant and create a new buff item.
Fill: — General data — Inventory data
This creates the item data needed for the buff to exist as a normal inventory item.
Step 2. Configure the clarification data asset
Open the created clarification data asset for the buff.
In the clarification asset: — set the parameter Type =
Other
Then continue filling the remaining fields in this asset as needed for your project.
Step 3. Create the gameplay tag
Open Project Settings and create a new gameplay tag for the weapon buff.
Use this format: —
CharacterStates.Buffs.Weapon.<TagName>
Examples: — CharacterStates.Buffs.Weapon.Fire —
CharacterStates.Buffs.Weapon.Ice —
CharacterStates.Buffs.Weapon.Poison
This tag identifies the weapon buff in the State System.
Step 4. Assign the gameplay tag in the buff clarification asset
Return to the buff clarification data asset.
Set: — Character Tag = the gameplay tag you created in
Project Settings
Example: — Character Tag =
CharacterStates.Buffs.Weapon.Fire
Then fill any remaining fields that are required for this buff.
Step 5. Add the buff to the weapon
Open the clarification asset of the weapon that should support this buff.
Find: — Possible Buffs
Add a new value there: — the row name from
DT_ItemData of the buff item you created
Important: — add the item row name, — not the gameplay tag, — not the asset name.
This is what allows the weapon to accept this buff.
Step 6. Fill the interact actor data
Do not forget to open the interact actor setup for the buff item and
fill: — Data
If this parameter is not filled, the item may not work correctly as a world interactable.
Result
After these steps, the buff can be equipped on the weapon.
If the setup is correct: — the buff exists as an item, — the buff has
a valid weapon-buff gameplay tag, — the weapon allows this buff through
Possible Buffs, — and the interact actor is configured
correctly.
Sanity check
Before testing, verify all of the following:
- the buff was created through Item Assistant;
Generaldata is filled;Inventorydata is filled;- in the clarification asset,
Typeis set toOther; - a gameplay tag exists in the format
CharacterStates.Buffs.Weapon.<TagName>; - the same tag is assigned to
Character Tag; - the target weapon clarification asset contains the buff item row
name in
Possible Buffs; - the interact actor has the
Dataparameter filled.
If all of these are done, the weapon buff should be available for that weapon.