Rapid Combat Prototyping in VR
Gesture-driven weapon systems built in Unreal Engine 5
Design and Programming
Overview
This project explores how gesture-driven weapon interactions can be designed and implemented in Unreal Engine 5 using Blueprints. The focus was on technical design, extensibility, and rapid iteration, using a revolver as a testbed for a weapon system that scales to other firearm types.
Problem/Goal
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VR weapon interactions often rely on either button inputs or fully physical simulation, each with tradeoffs
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The goal was to prototype a hybrid input model that combines:
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Traditional controller inputs for reliability
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Gesture-based interactions for physicality and immersion
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Ensure the weapon architecture is extensible beyond a revolver
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Support rapid iteration without refactoring core systems
Design Approach
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Designed a gesture + controller input scheme:
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Trigger for firing
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Button input for ejecting cartridges
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Wrist flick gestures for opening and closing the cylinder
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Treated gestures as state-driven inputs, not animations
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Prioritized clarity and reliability over full physical simulation
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Built the system around weapon state, not weapon type
Blueprint Implementation
Weapon Base Class:
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Created a modular weapon base Blueprint that defines:
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Fire logic
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Reload states
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Input handling
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Weapon state transitions
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Revolver implemented as a specialized child class, not a one-off
Gesture Handling:
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Wrist flicks detected using controller rotation deltas over time
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Gesture thresholds tuned for consistency and comfort
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Gestures mapped to weapon state transitions rather than direct actions
Reload System:
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Supports both:
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Traditional button-based reload actions
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Gesture-based open / close interactions
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Revolver-specific logic (ejection, chamber state) isolated from the base class
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Designed so pistols and long arms can reuse the same reload pipeline
Extensibility:
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Weapon logic structured to support:
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Semi-auto pistols
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Revolvers
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Long arms (pump, lever, or magazine-fed)
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New weapons can be added by overriding behavior without duplicating systems
Outcome
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Produced a fully playable VR weapon prototype built entirely in UE5 Blueprints
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Validated a hybrid gesture + controller input model that feels physical but remains reliable
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Created a reusable weapon architecture suitable for rapid expansion and iteration
Key Takeaways
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Blueprint systems can support complex, extensible gameplay architectures
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Gesture inputs are most effective when treated as state transitions, not animations
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Building for extensibility early enables faster iteration and cleaner prototypes














