Project: Modular Weapon System Work in Progress
Unreal Engine 5
Blueprints
This work-in-progress prototype is a deep dive into creating a modular and tactical weapon system in Unreal Engine. The focus is purely on systems design, featuring procedural recoil, a dynamic two-slot inventory, hit-zone based damage, and procedural animations using Inverse Kinematics (IK) to create a responsive feel for any weapon.
Read more about the design and systems
Key System Features
- Data-Driven Architecture (Data Tables & Structs): The entire weapon system is built on a data-driven foundation using Unreal Engine's Structures and Data Tables. I designed a master 'Weapon Data' Struct to hold every variable—from damage and recoil stats to the assets themselves, including weapon models, animation sets, muzzle flash FX, and impact sounds. This makes the system highly modular and scalable; new weapons can be created and balanced entirely within the Data Table.
- Modular Two-Slot Inventory: The player can carry two weapons at a time. The system is built to be modular, allowing for easy expansion. Players can drop, throw, and pick up weapons dynamically from the environment.
- Procedural Recoil & Weapon Stats: To enhance the tactical feel, all 5 prototyped weapons (3 full-auto, 2 semi-auto) use a procedural recoil system. While the first shot is always accurate, subsequent shots have calculated deviation based on each weapon's unique stats.
- Procedural Animation w/ IK: To avoid creating unique animations for every weapon, the system uses procedural animations with Inverse Kinematics (IK). This allows the character's hands to realistically adapt to any weapon model. The system also includes weapon collision, pulling the gun back when aiming near a wall.
- Dynamic Damage Model: The prototype features different hit-zone checks. A weapon's damage output and the resulting sound, splatter effect vary depending on whether a shot hits an armored or unarmored surface.
Future Development & Vision
This prototype is an ongoing effort and the foundation for what I envision as my graduation project. The immediate next steps in the design process include:
- Implementing a stamina system that affects the player's ability to Aim Down Sights (ADS) for extended periods, adding another layer of tactical decision-making.
- Continuously iterating to find the perfect balance between challenging, tactical gameplay and a fun, engaging player experience.


