slidersBase Config (BP_TFA_BaseConfig)

PrimaryDataAsset that drives weapon meshes, sockets, montages, sounds, offsets, and pose assets.

Asset path: /Game/InfimaGames/TacticalFPSAnimations/Common/Core/Configs/BP_TFA_BaseConfig

BP_TFA_BaseConfig is the main data asset behind the pack’s weapon setup. It centralizes mesh references, socket names, first-person and third-person animation assets, sound cues, pose offsets, and a few cosmetic runtime values. The weapon, character, magazine, and attachment Blueprints all read from it.

It is referenced by:


Quick Navigation



What This Data Asset Stores


This asset is broader than a simple weapon mesh config.

It includes:

  • Mesh references

    • receiver, magazine, bullet, casing, handguard, scope, sights, laser, grips, silencer

    • first-person and third-person character meshes

  • Socket names

    • attachment, camera, muzzle, chamber, jammed casing, and sight sockets

  • Animation assets

    • first-person and third-person character montages

    • first-person and third-person weapon montages

    • locomotion blend spaces, pose assets, transitions, and fire-mode states

  • Arrays of animation sets

    • melee, malfunctions, interactions, and healing

  • Offsets and cosmetic values

    • ADS offset, crouch offset, total cosmetic ammo count, and bullet socket prefix

  • Class references

    • weapon AnimBP and magazine AnimBP

  • Sounds

    • magazine drop, casing eject, and ADS aim-in

The asset class default is PrimaryDataAsset, exposed through NativeClass.


Field Groups in the Asset


Mesh and class references

These fields define the main runtime meshes and supporting animation classes:

  • MeshReceiver

  • MeshMagazineSK

  • MeshMagazine

  • MeshBullet

  • MeshBulletCasing

  • MeshHandguard

  • MeshScope

  • MeshSightFront

  • MeshSightRear

  • MeshLaserAttachment

  • MeshGripVertical

  • MeshGripAngled

  • MeshSilencer

  • FP_Mesh

  • TP_Mesh

  • ABP_Weapon

  • ABP_Magazine

Socket names

These fields control where the weapon, props, cameras, and attachments attach:

  • SocketGunAttachment

  • SocketMagazineAttachment

  • SocketMagazineReserveAttachment

  • SocketLaserAttachment

  • SocketGripAttachment

  • SocketCasingEject

  • SocketLaserStart

  • SocketHandguard

  • SocketMuzzle

  • SocketBulletChambered

  • SocketCasingJammed

  • SocketScope

  • SocketSightFront

  • SocketSightRear

  • SocketGunCamera

  • SocketHelmetCamera

  • SocketChestCamera

First-person character montages

These fields hold first-person character animation references:

  • FP_Equip

  • FP_FireSemi

  • FP_FireAuto

  • FP_FireEmpty

  • FP_Reload

  • FP_ReloadEmpty

  • FP_ReloadQuick

  • FP_Inspect

  • FP_InspectEmpty

  • FP_MagCheck

  • FP_GrenadeThrowQuick

  • FP_FireMode

  • FP_JumpFull

  • FP_Randomization

Third-person character montages

These fields hold third-person character animation references:

  • TP_Equip

  • TP_Fire

  • TP_FireEmpty

  • TP_Reload

  • TP_ReloadEmpty

  • TP_ReloadQuick

  • TP_Inspect

  • TP_InspectEmpty

  • TP_MagCheck

  • TP_GrenadeThrowQuick

  • TP_FireMode

  • TP_Randomization

First-person and third-person weapon montages

The asset also stores matching weapon-side montage sets:

  • FP_WEP_Equip

  • FP_WEP_Fire

  • FP_WEP_Reload

  • FP_WEP_ReloadEmpty

  • FP_WEP_ReloadQuick

  • FP_WEP_Inspect

  • FP_WEP_MagCheck

  • TP_WEP_Equip

  • TP_WEP_Fire

  • TP_WEP_Reload

  • TP_WEP_ReloadEmpty

  • TP_WEP_ReloadQuick

  • TP_WEP_Inspect

  • TP_WEP_MagCheck

Locomotion, poses, and transitions

These fields cover stance and pose presentation:

  • FP_Locomotion_Standing

  • FP_Locomotion_Crouching

  • FP_Locomotion_Aiming

  • FP_RunLoop

  • FP_SprintLoop

  • FP_IdlePose

  • FP_AimPose

  • FP_IdlePoseGripAngled

  • FP_IdlePoseGripVertical

  • FP_AimPoseGripAngled

  • FP_AimPoseGripVertical

  • FP_Transition_WalkEnd

  • FP_Transition_RunEnd

  • FP_Transition_CrouchStart

  • FP_Transition_CrouchEnd

  • TP_IdleLoop

  • TP_IdlePose

  • TP_AimPose

  • TP_IdlePoseGripAngled

  • TP_IdlePoseGripVertical

  • TP_AimPoseGripAngled

  • TP_AimPoseGripVertical

  • TP_Transition_AimStart

  • TP_Transition_AimEnd

  • WEP_ReferencePose

  • WEP_FireModeStates

  • WEP_MagazineDepletion

Arrays of animation sets

These arrays are present for grouped or randomized actions:

  • FP_Melee

  • TP_Melee

  • FP_Malfunctions

  • TP_Malfunctions

  • FP_WEP_Malfunctions

  • TP_WEP_Malfunctions

  • FP_Interactions

  • TP_Interactions

  • FP_Healing

  • TP_Healing

Offsets, values, and sounds

These fields drive cosmetic alignment and helper values:

  • OffsetAimDownSights

  • OffsetCrouch

  • PrefixBulletSocket

  • TotalAmmoCount

  • SoundCue_WEP_MagDrop

  • SoundCue_WEP_CasingEject

  • SoundCue_WEP_AimIn


Fields Used by Core Blueprints


Used directly by Base Weapon

The weapon Blueprint reads the config for mesh assembly, cosmetics, and defaults.

Common fields include:

  • MeshReceiver

  • ABP_Weapon

  • MeshHandguard

  • MeshScope

  • MeshSightFront

  • MeshSightRear

  • MeshSilencer

  • MeshBulletCasing

  • MeshGripVertical

  • MeshGripAngled

  • MeshMagazine

  • SocketMagazineAttachment

  • SocketMagazineReserveAttachment

  • SocketGripAttachment

  • SocketLaserAttachment

  • SocketCasingEject

  • SocketHandguard

  • SocketMuzzle

  • SocketBulletChambered

  • SocketCasingJammed

  • SocketScope

  • SocketSightFront

  • SocketSightRear

  • TotalAmmoCount

See Base Weapon (BP_TFA_BaseWeapon) for the runtime flow.

Used directly by Base Character

The character Blueprint reads the config for attachment, camera, offsets, and presentation.

Common fields include:

  • FP_Mesh

  • TP_Mesh

  • SocketGunAttachment

  • SocketGunCamera

  • SocketHelmetCamera

  • SocketChestCamera

  • SocketMuzzle

  • OffsetAimDownSights

  • OffsetCrouch

  • FP_JumpFull

  • SoundCue_WEP_AimIn

See Base Character (BP_TFA_BaseCharacter) for the camera and ADS behavior.

Used directly by Base Magazine

The magazine Blueprint uses the config to build the cosmetic magazine actor:

  • MeshMagazineSK

  • ABP_Magazine

  • MeshBullet

  • PrefixBulletSocket

See Base Magazine (BP_TFA_BaseMagazine) for the socket scan behavior.

Used directly by Laser Attachment

The laser setup depends on:

  • MeshLaserAttachment

  • SocketLaserAttachment

  • SocketLaserStart


Fields Used by Animation Notify Logic


Magazine and reload logic

These values support the cosmetic reload path:

  • MeshMagazine

  • SocketMagazineAttachment

  • SocketMagazineReserveAttachment

  • SoundCue_WEP_MagDrop

Casing ejection logic

These values support cosmetic casing spawn and impact:

  • SocketCasingEject

  • MeshBulletCasing

  • SoundCue_WEP_CasingEject

Attachment and grip logic

These values support runtime cosmetic parts:

  • SocketLaserAttachment

  • MeshLaserAttachment

  • SocketLaserStart

  • SocketGripAttachment

  • MeshGripVertical

  • MeshGripAngled


Default and Naming Notes


  • PrefixBulletSocket defaults to Bullet_

  • TotalAmmoCount defaults to 0

  • In the current defaults, SocketChestCamera is set to SOCKET_HelmetCamera

    • That means chest cam and helmet cam can resolve to the same view unless you change the socket name.


Configuration Tips


  • If a socket name is wrong, most spawn or visibility logic still runs.

  • The common symptom is that a prop or effect appears at the mesh origin.

  • If grip variants do not look right, check both the grip mesh fields and the grip-specific pose assets.

  • If reload props look wrong, check both MeshMagazine and MeshMagazineSK.

  • If aim alignment feels wrong, verify OffsetAimDownSights before changing camera code.

circle-exclamation

Last updated

Was this helpful?