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.