The Last Crossing

Blueprints

Level & Gameplay Systems

The Last Crossing

Drop Pod Blueprint

Alien Eggs Blueprint

Alien Spider Blueprint

Recon Pod Blueprint

Enemy AI Blueprint

Enemy Data table


Spawn splatter Decal Function


Modular Weapon System

The Last Crossing - Scripts

Built using components

All weapon functionality is encapsulated within a Blueprint Component for clean structure and easy integration. It can be added to any player blueprint together with the inventory component, instantly enabling the full weapon system.

Enumerator mappings

The data table uses enumerator mappings tied to the player’s weapon actions, acting as a selector for the functions executed within the system. This approach improves readability while allowing for easy customization.

Fire Weapon Function

This function is triggered when the equipped weapon is fired, handling animations, VFX, SFX, ammo and inventory updates, bullet traces, surface impacts, damage, camera shake, and HUD updates. All variables are driven by the Item Details structure, sourced directly from the weapon data table.

Firearm Events Component Event graph

The Firearm Events Blueprint Component’s Event Graph serves as an event hub, routing calls to the necessary functions within the component. Animation logic is handled here, as it cannot be executed within Blueprint functions.


Pick up Actor & Held Weapon scripts

Pick Up actor Construction script

Pick Up actor Event Graph

Held Weapon Event graph