Base 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:
Base Weapon (BP_TFA_BaseWeapon) through
CurrentConfigBase Character (BP_TFA_BaseCharacter) through
WeaponConfigBase Magazine (BP_TFA_BaseMagazine) through
WeaponConfig
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:
MeshReceiverMeshMagazineSKMeshMagazineMeshBulletMeshBulletCasingMeshHandguardMeshScopeMeshSightFrontMeshSightRearMeshLaserAttachmentMeshGripVerticalMeshGripAngledMeshSilencerFP_MeshTP_MeshABP_WeaponABP_Magazine
Socket names
These fields control where the weapon, props, cameras, and attachments attach:
SocketGunAttachmentSocketMagazineAttachmentSocketMagazineReserveAttachmentSocketLaserAttachmentSocketGripAttachmentSocketCasingEjectSocketLaserStartSocketHandguardSocketMuzzleSocketBulletChamberedSocketCasingJammedSocketScopeSocketSightFrontSocketSightRearSocketGunCameraSocketHelmetCameraSocketChestCamera
First-person character montages
These fields hold first-person character animation references:
FP_EquipFP_FireSemiFP_FireAutoFP_FireEmptyFP_ReloadFP_ReloadEmptyFP_ReloadQuickFP_InspectFP_InspectEmptyFP_MagCheckFP_GrenadeThrowQuickFP_FireModeFP_JumpFullFP_Randomization
Third-person character montages
These fields hold third-person character animation references:
TP_EquipTP_FireTP_FireEmptyTP_ReloadTP_ReloadEmptyTP_ReloadQuickTP_InspectTP_InspectEmptyTP_MagCheckTP_GrenadeThrowQuickTP_FireModeTP_Randomization
First-person and third-person weapon montages
The asset also stores matching weapon-side montage sets:
FP_WEP_EquipFP_WEP_FireFP_WEP_ReloadFP_WEP_ReloadEmptyFP_WEP_ReloadQuickFP_WEP_InspectFP_WEP_MagCheckTP_WEP_EquipTP_WEP_FireTP_WEP_ReloadTP_WEP_ReloadEmptyTP_WEP_ReloadQuickTP_WEP_InspectTP_WEP_MagCheck
Locomotion, poses, and transitions
These fields cover stance and pose presentation:
FP_Locomotion_StandingFP_Locomotion_CrouchingFP_Locomotion_AimingFP_RunLoopFP_SprintLoopFP_IdlePoseFP_AimPoseFP_IdlePoseGripAngledFP_IdlePoseGripVerticalFP_AimPoseGripAngledFP_AimPoseGripVerticalFP_Transition_WalkEndFP_Transition_RunEndFP_Transition_CrouchStartFP_Transition_CrouchEndTP_IdleLoopTP_IdlePoseTP_AimPoseTP_IdlePoseGripAngledTP_IdlePoseGripVerticalTP_AimPoseGripAngledTP_AimPoseGripVerticalTP_Transition_AimStartTP_Transition_AimEndWEP_ReferencePoseWEP_FireModeStatesWEP_MagazineDepletion
Arrays of animation sets
These arrays are present for grouped or randomized actions:
FP_MeleeTP_MeleeFP_MalfunctionsTP_MalfunctionsFP_WEP_MalfunctionsTP_WEP_MalfunctionsFP_InteractionsTP_InteractionsFP_HealingTP_Healing
Offsets, values, and sounds
These fields drive cosmetic alignment and helper values:
OffsetAimDownSightsOffsetCrouchPrefixBulletSocketTotalAmmoCountSoundCue_WEP_MagDropSoundCue_WEP_CasingEjectSoundCue_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:
MeshReceiverABP_WeaponMeshHandguardMeshScopeMeshSightFrontMeshSightRearMeshSilencerMeshBulletCasingMeshGripVerticalMeshGripAngledMeshMagazineSocketMagazineAttachmentSocketMagazineReserveAttachmentSocketGripAttachmentSocketLaserAttachmentSocketCasingEjectSocketHandguardSocketMuzzleSocketBulletChamberedSocketCasingJammedSocketScopeSocketSightFrontSocketSightRearTotalAmmoCount
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_MeshTP_MeshSocketGunAttachmentSocketGunCameraSocketHelmetCameraSocketChestCameraSocketMuzzleOffsetAimDownSightsOffsetCrouchFP_JumpFullSoundCue_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:
MeshMagazineSKABP_MagazineMeshBulletPrefixBulletSocket
See Base Magazine (BP_TFA_BaseMagazine) for the socket scan behavior.
Used directly by Laser Attachment
The laser setup depends on:
MeshLaserAttachmentSocketLaserAttachmentSocketLaserStart
Fields Used by Animation Notify Logic
Magazine and reload logic
These values support the cosmetic reload path:
MeshMagazineSocketMagazineAttachmentSocketMagazineReserveAttachmentSoundCue_WEP_MagDrop
Casing ejection logic
These values support cosmetic casing spawn and impact:
SocketCasingEjectMeshBulletCasingSoundCue_WEP_CasingEject
Attachment and grip logic
These values support runtime cosmetic parts:
SocketLaserAttachmentMeshLaserAttachmentSocketLaserStartSocketGripAttachmentMeshGripVerticalMeshGripAngled
Default and Naming Notes
PrefixBulletSocketdefaults toBullet_Base Magazine (BP_TFA_BaseMagazine) uses this prefix to find bullet sockets on the magazine mesh.
TotalAmmoCountdefaults to0Base Weapon (BP_TFA_BaseWeapon) reads it on
BeginPlayas the cosmetic ammo baseline.
In the current defaults,
SocketChestCamerais set toSOCKET_HelmetCameraThat 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
MeshMagazineandMeshMagazineSK.If aim alignment feels wrong, verify
OffsetAimDownSightsbefore changing camera code.
Double-check your camera socket names. If SocketChestCamera uses the same socket value as SocketHelmetCamera, your helmet and chest views will look identical.
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