Overview

The Ballistic System plugin allows for any Actor to fire hitscan or fully simulated projectiles, capable of deflecting/punching through surfaces. With a range of configurable options, the Ballistic System puts you in complete control over both your trajectory and the consequences of the impact.

Although entirely standalone, the Ballistic System plugin is a core component of the Shooter Sandbox, putting the Shoot back into the Sandbox at 900 rounds per minute.

Fires Farther Afield

The Ballistic System features in my new first-person shooter project, Fires Farther Afield. This project is a vehicle through which the plugin, alongside the other components of the Shooter Sandbox, will be thoroughly battle tested.

The plugin contains a wealth of demo content to help you hit the ground running.

A note on C++ usage

It’s always been one of my primary goals to keep the amount of C++ code in my Shooter Sandbox project to an absolute minimum, and to allow for as much development to happen within the editor as possible. Unfortunately this doesn’t always work out, and in this case it was the inability for the Ballistic System plugin to be able to automatically add Gameplay Tags to your project.

This is because plugin configuration files are not automatically read by Unreal, as the documentation makes clear.

As a workaround, each of the Shooter Sandbox plugins has a class called [PluginName]GameplayTags that will add the default Gameplay Tags used by the system for you. You can read more about this class in the Ballistic System documentation.

Features

  • A simple yet highly configrable ballistics solution suitable for both MilSim and more ‘arcadey’ shooter projects
  • Plug and play functionality run through an Actor Component that can be attached to any Actor
  • Supports a number of impact outcomes including fragmentation, ricochet, embedding, and perforation

Includes

  • 1 Blueprint Actor Component (Ballistic System)
  • 1 Blueprint Actor (Projectile)
  • 1 Blueprint Interface
  • 1 Blueprint Function Library
  • 4 Primary Data Assets (Cartridge, Projectile, Surface, and Impact data)
  • 4 Structs
  • Demo content (Materials, Sounds, Static Meshes, and more)

Version History

VersionDateDescription
1.02025-07-25Initial UE5.6 release

I am a technical artist from Adelaide, Australia. I created techarthub to share my knowledge and love for this industry. I hope you feel it too!

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