worker-weapons-combat

Implements UE5 weapon classes, damage models, and consumable equipment for a Battle Royale game.

1|Updated Sep 6, 2026
One-click install
npx skills add https://github.com/ziyarduc/Baran-bk-game --skill worker-weapons-combat-ziyarduc
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: worker-weapons-combat
Source: https://github.com/ziyarduc/Baran-bk-game/tree/main/.agents/skills/worker-weapons-combat
Command: npx skills add https://github.com/ziyarduc/Baran-bk-game --skill worker-weapons-combat-ziyarduc

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve? Building a Battle Royale combat system in Unreal Engine 5 requires coordinating hit-scan and projectile weapons, server-authoritative damage calculation, and consumable equipment logic. This Skill provides a specialized worker agent with complete domain knowledge of the Bakırköy BR weapon system, damage model, and equipment specs so implementation stays consistent with project constraints. ## Core Features & Use Cases - Weapon Class Implementation: Guides creation of five weapon classes (SMG, Assault Rifle, Sniper, Shotgun, Rocket Launcher) covering hit-scan line traces, projectile physics, ADS, spray patterns, and reload systems. - Damage Model Enforcement: Applies the shield-first damage pipeline with headshot multipliers, distance falloff, shotgun pellet spread, and rocket splash damage rules. - Equipment & Consumables: Defines shield potions, bandages, medkits, and speed boosts with cast times, stack limits, and special behaviors. - Use Case: When implementing the Assault Rifle "İstanbul Fırtınası", the worker enforces server-side LineTraceSingleByChannel, 8 rps fire rate, 35m falloff start, and the mandatory BR C++ class prefix. ## Quick Start Ask the agent to implement the Assault Rifle hit-scan weapon class with server-authoritative damage falloff following the Bakırköy BR constraints.

Frequently Asked Questions about worker-weapons-combat

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I implement hit-scan weapons in Unreal Engine 5?▼

Hit-scan weapons use server-side LineTraceSingleByChannel calls to detect hits instantly. The SMG, Assault Rifle, Sniper, and Shotgun all use this approach, with the Shotgun firing 9 separate line traces in a cone pattern.

How does damage falloff work in this weapon system?▼

Damage falloff uses linear interpolation between a falloff start distance and a floor distance. Beyond the start distance, damage scales down toward a floor multiplier, clamped between 0 and 1, then applied shield-first before HP.

What is the difference between hit-scan and projectile weapons in UE5?▼

Hit-scan weapons trace an instant line on the server, while projectile weapons spawn a physical actor. The Rocket Launcher spawns an ABRProjectile actor with UProjectileMovementComponent at 35 m/s and applies radial splash damage on impact.

Does the shotgun headshot multiplier differ from other weapons?▼

Yes, the Shotgun uses a reduced 1.5x headshot multiplier compared to 2.0x for other weapons. Each of its 9 pellets traces independently and deals roughly one-ninth of the total body damage.

Why must gameplay classes use the BR prefix in this project?▼

The BR prefix is a mandatory project constraint for every gameplay class, struct, and enum, such as ABRCharacter and FBRWeaponData. It ensures consistent naming across the Bakırköy BR codebase and avoids collisions with engine classes.