# Equipment icons and the full showcase

The twelve BIS icons form the action bar showcase for future ability-system integration. Auto Attack is the working gameplay example: it toggles a repeating attack cycle and keeps its own cooldown. Standing can cycle two punches and a roundhouse; moving selects punches only. The other buttons demonstrate their existing preview cooldowns and charge display. Their icons do not implement additional abilities.

Existing nonempty assignments, bindings, saves and external gameplay providers keep their ownership. The beginner router restores missing stock showcase buttons without replacing populated custom slots. Disable **Restore Missing Starter Slots** if your own setup intentionally leaves slots empty.

## Equipment category mapping

Open `BP_ABK_SimpleAbilityRouter`, then Class Defaults > Auto Attack > Equipment Icon > Weapon Category Icons. Each row contains a category name and an editable texture reference.

| Category | Icon |
| --- | --- |
| None (empty hands) | BIS fist |
| Sword | BIS sword |
| Axe | Approved BIS double axe |
| Mace | BIS mace |
| Bow | BIS drawn bow |
| Dagger | BIS dagger |
| Spear | BIS spear |
| Staff | BIS staff |

`Fist` and `Unarmed` normalize to `None`. Add rows for other categories supported by your equipment system. An unmapped category is refused with a useful reason and retains the last known icon. The category changes presentation; Auto Attack still uses the unarmed demonstration cycle. This example does not supply sword swings, bow firing, equipment management or an inventory.

## Equipment-change hookup

`BP_ABK_EquipmentIconSource` is an editable Actor Component. Its two saved function graphs show the equip/replace and unequip entry points. The enabled beginner demonstration attaches this component and the router to the local pawn when no buyer-owned router already exists.

Your equipment owner calls **Notify Weapon Equipped** after a successful equip or replacement, passing the category of the active weapon. When the active hands become empty, call **Notify Weapon Unequipped**. The source broadcasts the category change; the router binds to the same pawn's source and reads its current snapshot when initialized. The icon updates immediately without resetting cooldowns or changing other slots. Repeating the same category does not rebroadcast. Shutdown removes the router's owned connection. A different pawn's source cannot bind.

If you already attach your own router, add the equipment source to that pawn yourself or call **Set Equipped Weapon Category** on your router from your equipment events. Keep the actual item, equip rules, combat and inventory state in your owning system.

## Optional compatible-character animation setup

This setup is only for reproducing the unarmed demonstration on your own compatible character. Ordinary action-bar integration forwards your existing abilities and does not require these animation changes. The standalone character and ABP_Unarmed are outside the plugin download.

1. Keep your existing locomotion state machine. Set the compatible Animation Blueprint parent to ABKPunchAnimInstance and cache its locomotion pose.
2. Feed that pose into DefaultSlot with Always Update Source Pose enabled. Use the attack slot as the base pose of Layered Blend Per Bone; blend cached locomotion into the lower body with branch filters root/depth 0 and spine_01/depth -1, weighted by MovingPunchBlend. Keep Mesh Space Rotation Blend off.
3. If downstream foot IK is present, use PunchFootIKAlpha to fade its influence during full-body standing attacks while preserving normal falling/trace checks.
4. The shared movement blend defaults to 0.12 seconds. The native animation instance coordinates the owned attack montage/root-motion policy; do not add another lunge or movement offset.
5. Click Auto Attack to start and again to stop, including during cooldown. Moving selects punches; starting movement during an owned roundhouse fades it out without restarting the toggle, and stopping makes the kick eligible for the next attack.

The accepted standalone implementation and existing automated evidence are retained. Confirm compatibility, actual foot contact and visual behavior in your own character setup. Final visual/gameplay acceptance remains Awaiting Director Playtest; this reference is not a claim that every buyer skeleton is compatible.
