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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]