Weapon Projectile
Type: Exec (In → Out)
Category: PLAYER
Spawns and configures a projectile object in the scene when weapon_fired = True. Applies direction, speed, and spread offset to the newly instantiated projectile. Collision, damage, and lifetime logic belongs to the Projectile System node placed on the projectile object.
Properties
| Property | Type | Default | Description |
|---|---|---|---|
| Object Name | String | "Projectile" |
Name of the inactive scene object |
| Speed | Float | 50.0 |
Initial projectile speed (units/s) |
| Lifetime | Int | 180 |
Projectile lifetime in frames |
| Spawn Offset | Float | 1.0 |
Forward distance from origin before positioning the projectile |
| Active Duration | Float | 0.1 |
Seconds weapon_projectile_active stays True after spawn |
| Camera Direction | Bool | True |
Uses active camera direction (FPS). Disable for object origin (AI) |
| Inherit Velocity | Bool | False |
Adds the object's linear velocity to the projectile |
Sockets
| Socket | Direction | Type |
|---|---|---|
| In | Input | Exec |
| Out | Output | Exec |
Published variables
| Variable | Type | Description |
|---|---|---|
weapon_projectile_spawned |
bool | One-frame pulse when the projectile spawns |
weapon_projectile_active |
bool | True for Active Duration seconds after spawn |
Weapon Spread integration
Reads weapon_spread_pitch and weapon_spread_yaw to deflect the launch direction if Weapon Spread is present.
Projectile object requirements
- Must exist as an inactive object in the scene.
- Must have active physics (Dynamic or Character) for collision detection.
- Flight and collision behavior is configured with Projectile System on the projectile object itself.
Graph position
[Weapon Spread] → [Weapon Projectile] → [Weapon FX System]
The projectile object has its own RNC graph with:
[OnUpdate] → [Projectile System]