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The most useful/pertinent properties of the barrel blueprint component are listed below:
Velocity Modifier
This modifies the base velocity of all/any rounds shot by this weapon. Usually leave at 1.0.
Muzzle Device Thread
The name of the socket on the weapon skeletal mesh to which the suppressor should be attached. See <SuppressorSocketName> in setting up weapon skeletal mesh.
Flash Offset
Distance away from the barrel end to spawn the flash VFX, in UE units (cm).
Attached Flash
Whether to spawn the flash attached to the weapon or have it stay where it was spawned.
Looped Flash
If true, the flash VFX will be manually deactivated when appropriate (for example when a full auto burst stops).
Audio Signal Radius
This is the base distance in UE4 units (cm) representing how far away your shots will be heard by AI. In this case, AI within 70m will be alerted by your gunfire. However, particular maps may apply a modifier (larger maps tend to have extended hearing ranges, and vice versa for smaller levels). Muzzle devices (suppressors) specify an audio signal radius that will override the base barrel value if attached.
Suppressor Switch Value
Essentially either Unsuppressed
or Suppressed
, depending on whether the barrel has an integral suppressor (like the MP5SD6 and so on). This affects the specific sounds that will be chosen to play when you shoot. (It may, now or in future, affect the AI perception also.)
The following properties relate to the AI light detection feature. It is used to allow AI to be alerted to light-related events such as muzzle flashes, flashlights, and so on:
Light Level Key
This is essentially a tag indicating the type of light event (for debugging)
Light Level Alpha
This is a measure of how bright the event is, from 0.0 (nothing) to 1.0 (full brightness)
Light Level Time
This is how long the event lasts (approximately), in seconds.