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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

  • VR weapon interactions often rely on either button inputs or fully physical simulation, each with tradeoffs

  • The goal was to prototype a hybrid input model that combines:

    • Traditional controller inputs for reliability

    • Gesture-based interactions for physicality and immersion

  • Ensure the weapon architecture is extensible beyond a revolver

  • Support rapid iteration without refactoring core systems

Design Approach

  • Designed a gesture + controller input scheme:

    • Trigger for firing

    • Button input for ejecting cartridges

    • Wrist flick gestures for opening and closing the cylinder

  • Treated gestures as state-driven inputs, not animations

  • Prioritized clarity and reliability over full physical simulation

  • Built the system around weapon state, not weapon type

Blueprint Implementation

Weapon Base Class:

  • Created a modular weapon base Blueprint that defines:

    • Fire logic

    • Reload states

    • Input handling

    • Weapon state transitions

  • Revolver implemented as a specialized child class, not a one-off

 

Gesture Handling:

  • Wrist flicks detected using controller rotation deltas over time

  • Gesture thresholds tuned for consistency and comfort

  • Gestures mapped to weapon state transitions rather than direct actions

 

Reload System:

  • Supports both:

    • Traditional button-based reload actions

    • Gesture-based open / close interactions

  • Revolver-specific logic (ejection, chamber state) isolated from the base class

  • Designed so pistols and long arms can reuse the same reload pipeline

 

Extensibility:

  • Weapon logic structured to support:

    • Semi-auto pistols

    • Revolvers

    • Long arms (pump, lever, or magazine-fed)

  • New weapons can be added by overriding behavior without duplicating systems

Outcome

  • Produced a fully playable VR weapon prototype built entirely in UE5 Blueprints

  • Validated a hybrid gesture + controller input model that feels physical but remains reliable

  • Created a reusable weapon architecture suitable for rapid expansion and iteration

Key Takeaways

  • Blueprint systems can support complex, extensible gameplay architectures

  • Gesture inputs are most effective when treated as state transitions, not animations

  • Building for extensibility early enables faster iteration and cleaner prototypes

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