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Weapons

HELIX has a flexible weapon system that supports firearms, melee weapons, and projectile-based tools. You can configure damage, fire rate, recoil, spread, and hit detection to build anything from a realistic shooter to a cartoon paint gun.

Spawning & Equippingโ€‹

Create a weapon and attach it to a character to get started.

Blueprintโ€” Spawn a weapon from a Blueprint assetScroll to zoom ยท Drag to pan ยท Drag nodes to move
Event BeginPlaySpawn WeaponLocation(0, 0, 0)Rotation(0, 0, 0)Asset"BP_WeaponActor_Rifle"CollisionNormalVisibletrueWeapon

Configuring Weaponsโ€‹

Weapon behavior -- damage, ammo, fire rate, spread, and recoil -- is configured through the weapon's Blueprint asset in HELIX Studio. The Weapon class inherits from Actor, so you have access to all standard Actor functions for positioning, visibility, and lifecycle management.

note

The Weapon API provides constructor-level configuration and inherits Actor functions. Weapon-specific gameplay properties (damage, fire rate, spread, recoil) are typically set inside the weapon's Blueprint rather than through scripting API calls. See the full API reference for the latest available functions.

Hit Detection & Damageโ€‹

Weapons handle hit detection and firing internally. Since Weapon inherits from Actor, you can use the event system to subscribe to relevant gameplay events and implement custom damage logic in your scripts or Blueprints.

Projectile Weaponsโ€‹

For weapons that fire visible projectiles (rockets, grenades, arrows), you can configure projectile speed, gravity, and explosion radius instead of using hitscan detection.

tip

Melee weapons work with the same Weapon class -- set the fire rate to your swing speed and use a short-range trace instead of projectiles. Check out Vault for ready-made weapon packs.

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