
Learn to build a weapon customization system in UE5 for a single-player game, letting attachments alter damage, fire rate, ammo, and muzzle effects in real time.
Create the base weapon blueprint by organizing a weapon folder, adding a BP weapon master actor, and implementing a data-driven weapon info structure with enums and a data table.
Learn how to add weapons to a data table in ue5, create parent-child blueprints, override fire behavior, and map skeletal and static meshes for a weapon customization system.
Set up a default widget in ue5 to display interaction text via a blueprint interface. Expose a show interaction widget function through a weapon blueprint component to display on screen.
Learn to build a dynamic weapon interaction widget in UE5: center it on screen, show it on overlap, and prompt with the E key to interact.
Spawn and attach a weapon to the character via E key input actions, create a weapon bp, spawn from class, attach to a socket, and manage primary and secondary weapons.
Explore swapping the current weapon with a picked-up one in UE5, add dynamic sidearm spawning, and implement a dynamic notification UI for success and error messages during weapon pickup.
Implement drop and swap weapon mechanics in UE5, including destroying floor weapons, managing primary and secondary, and swapping via keyboard controls like P to drop and Q to swap.
Implement a current and max ammo widget in ue5 by creating a main HUD, binding weapon data, and styling the UI to show current weapon, ammo counts, and visibility logic.
Learn how to implement a weapon swap animation using montages, trigger equip primary and secondary via notifies, and display a widget with weapon stats to compare upgrades.
Learn to build a weapon comparison widget in UE5 that shows if a nearby weapon improves your current loadout, with dynamic visibility and main HUD bindings.
Develop a weapon customization widget in UE5 that updates on pickup by hiding the collision sphere, disabling collision, and displaying dynamic damage and range bars with color feedback.
Create a weapon customization station in ue5 by building a station base class, a station info data table, and defining go and main stations with type, cost, and level requirements.
Explore creating a weapon customization station in UE5 by adding static meshes, enabling interaction, managing input, lighting, and widgets for near-field weapon checks and feedback.
Implement a weapon preview and camera transition in UE5 by using a station camera, blending to a main cam, and syncing the current weapon's skeletal mesh with UI control.
Create dynamic station UI buttons in UE5 to switch weapon cameras, exposing text, color, and font options, and route clicks through a button type enum for muzzle and scope.
Build station weapon details user interface with a weapon name, level progress bar, a stats panel including a data table and header and body sections, preparing for scope and accessories.
Create a weapon accessory master class in UE5, define accessory types and data tables, set upgrade percentages, and manage hud visibility during setup for scopes and grips.
Create the accessories widget in UE5 that reads the accessories data table and builds dynamic item cards for muzzle, scope, grip, and mag.
Spawn and attach weapon accessories in UE5 by adding sockets and static meshes to bones, display them in the UI, and handle input to swap scopes, grips, muzzle, and magazines.
Learn to build a weapon customization system in UE5 by attaching scope, muzzle, grip, and buttstock as static meshes via sockets, syncing with a weapon station and current weapon.
Learn how to remove attachments from weapons in a UE5 customization system, updating both the weapon and station UI when clearing scopes, muzzles, and other accessories.
Learn to implement comprehensive accessory info in UE5 weapon customization, including scope, muzzle, mag, grip, and buttstock, with default values and dynamic damage adjustments.
Learn to update a weapon's stats in UE5 when accessories are equipped or unequipped, using current weapon info, set members, and on-screen HUD feedback to adjust damage and fire rate.
Synchronize accessory data between weapon components and the weapon itself, showing scope and grip info in the HUD. Manage ammo counting and muzzle states during firing in UE5.
Learn to implement a weapon suppression system in UE5 by toggling suppressors, adjusting muzzle flash and sounds, and spawning impact effects with the weapon mesh.
Implement a basic weapon reload system in Unreal Engine 5, managing ammo, firing state, and reload montage. Update ammo values and add reload sounds.
Switch from primary to secondary weapons inside the station, update the preview mesh, and close the station widget while resetting accessories and restoring input and camera.
Create a drop weapon 2 system that drops the current weapon and its attachments, handles primary and secondary weapon logic, and equips secondary while managing accessories and validity in UE5.
Learn to spawn weapon attachments on drop, transfer scope and suppressor data to the ground weapon, and preserve them when picking up or swapping weapons.
Want to learn how to build a complete weapon customization system in Unreal Engine 5? In this course, I’ll guide you step-by-step through creating a modular system where players can swap scopes, barrels, grips, and more—just like you see in many modern games.
Please note:
This course is not for total beginners. If it’s your very first time using Unreal Engine, or you’re not yet familiar with variables or the basic interface, I recommend starting with an intro course first. But if you’ve spent some time with UE4 or UE5 and understand the basics, you’ll be able to follow along and learn a ton in the process.
You’ll learn how to work with Blueprints, UMG, DataTables, structs, enums, sockets, and more. And while we’re building a weapon system, the techniques you’ll learn can easily be used for character customization, car upgrades, equipment loadouts, or any other modular system you can imagine.
This course is all about hands-on, practical learning, and I’m here to help every step of the way. If you get stuck or have questions, feel free to reach out—I want to make sure you get the most out of this course and walk away with skills you can apply to all your future game projects.
You’re welcome to join our community on Discord! It’s a great place to ask questions, get feedback, and connect with other students. I’m active there and happy to help if you ever get stuck. You’ll also get access to free assets, project files, and other helpful resources to support your learning. The invite link is available inside the course—hope to see you there!