Create And/Or Modify a Turret
Last updated
Last updated
Option 1: Duplicate an existing turret blueprint.
Option 2: Create a child blueprint from BP_MasterTurret
.
Manual: Set all values directly in the turret blueprint (via AC_AutoTurretStats
).
Data Table: Add it as a new row in DT_TurretList
. Great for managing variations like:
Regular vs. Barrage Firing
Solo vs. Battery Variants
(i.e. one blueprint can represent multiple variations)
AC_AutoTurretStats
Turret Name
Used only for DT-linked turrets to find the correct data row.
Health
Durability of the turret.
Search Radius
Distance for target detection.
Damage
Base projectile damage.
Rate of Fire
How often it fires (in seconds).
Projectile Speed
Speed at which projectiles travel.
Max Deviation
Random aim inaccuracy (0 = perfect aim).
Damage Radius
AoE for explosive projectiles only.
Penetration
For non-explosive projectiles (e.g., piercing rounds).
Effective Firing Range
Max projectile travel distance.
Max Pitch
Vertical aiming limit.
Lock Time
Lock-on time for homing missiles.
Max Capacity
Projectile reserves (0 = infinite).
Projectile Type
Actor class of the projectile to spawn.
Targeting Priority
Closest, most health, etc.
Team
Used for faction/team logic.
Requires Clear Sight To Shoot?
Can the turret fire through visibility-blocking objects?
Need LOS For Targeting?
Does it need line of sight to even target?
Can Track Without LOS?
If it can keep tracking after losing visual.
Predict?
Enable leading/predictive aim on moving targets.
Forget Lost Target?
If enabled, turret drops target after timeout.
Battery / Barrage
Controls multi-turret battery behavior or barrage fire mode.
Dynamic Targeting
Will it switch targets if a better one appears?
LookForTargetInterval
Performance tweak: how often it searches.
TimeToAdjustBattery
Time before battery turrets start firing.
Barrage Cooldown
Time between barrages (if barrage = true).
TimeToTargetLost
How long before it forgets a hidden target.
Pitch Correction
Adjust vertical aim for close-range targeting.
ZRotationSpeed
Horizontal tracking speed.
YRotationSpeed
Vertical tracking speed.
Firing Sound
Sound cue triggered on fire.
NiagaraSys / ParticleSys
Muzzle flash VFX (Niagara has priority).
Base (optional)
Static base mesh, usually unanimated.
Yaw Base
Horizontal rotation (Z axis).
Pitch Base
Vertical rotation (Y axis).
Cannon Base
Muzzle assembly & socket holder.
🔧 Important Setup Notes:
Make sure the rotator (parent of Pitch Base) is properly centered at your turret’s pivot for accurate rotation.
All firing sockets should be part of Cannon Base. Turret blueprint will auto-scan and populate them. Make sure your don't add sockets that you do not want to be a firing socket.
Move the Spring Arm (used for camera view when possessed) to a desirable position.
Reposition the Laser Out (Sphere Collision) to determine where the laser targeting originates.
🔹 AC_UpgradeComponent
Only needed if you support runtime upgrades.
Set Base Price and Max Stat Level.
🔹 AC_PoolInfo
Only for non-explosive projectiles.
Supports: Ballistic 01
, Ballistic 02
, Laser
.
Benefits: Uses object pooling to prevent performance spikes from spawn/destroy.
🧠How to calculate Pool Size:
Then:
Add ~5% buffer for safety.
OR enable AutoPoolSize in AC_PoolInfo
to calculate it for you.
📌 Don’t forget:
Barrage turrets must factor in BarrageCooldown.
Upgradable turrets must calculate based on fastest possible Rate of Fire after upgrades.
And with that, your turret is fully functional, optimized, and ready for combat. 💥