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Edit: Legend_Dual_Hatchet
Save Equipment
Generic
Row Name
*
Equipment Type Tag
Linked Inventory Item (row name)
.50mm
762 39mm ammo
9mm ammo
9mm ammo Piercing
AK 47
Alchemy Lab
Aloe Vera
Antidote
Apple
Apple Seed
Avocado
Avocado Seed
Backpack
BackpackExtraSlots
Banana
Banana Seed
Bandage
Basic Dual Sword
Basic Iron Dagger
Basic Iron Longsword
Basic Iron Sword
Basic Iron Sword Ability
Basic Skinning Knife
Basic Steel Dagger
Basic Steel Longsword
Basic Steel Sword
Basic Wooden Sword
Bed Single Wooden
Beer Mug
Beet
Beet Seed
Bellpepper
Bellpepper Seed
BigFlashlight
Blackberry
Blackberry Seed
Blueberry
Body DarkBlack Feminine
Body DarkBlack Masculine
Body DarkRed Feminine
Body DarkRed Masculine
Body Gray Feminine
Body Gray Masculine
Book
Book of Cooking
Book of Mining
Brass Vase
Broccoli
Broccoli Seed
Buckshot Ammo
Building Plan
Burned Meat
Buttercup
Cabbage
Cabbage Seed
Camomile
Campfire
Carpet Cloth
Cauliflower
Cauliflower Seed
Chair Wooden
Charcoal
Closet Wooden
Clover plant
Coal Ore
Coffee
Coins
Cola
Compost Bin
Cooked Fish
Cooked Meat
Cookie
Cooking Pot
Copper Ingot
Copper Ore
Corn
Corn Seed
Cornflower
Cowboy Hat
Cupboard Wooden
Defence Metal Lock
Defence Wooden Wall
Defence Wooden Wall Gate Door
Defence Wooden Wall Gate Frame
Diamond
Drawer Wooden
Dummy Ceiling
Dummy Ceiling Triangle
Dummy Door
Dummy Foundation
Dummy Foundation Triangle
Dummy Railing
Dummy Roof Sloped
Dummy Roof Sloped Half
Dummy Stairs Corner
Dummy Stairs Ramp
Dummy Stairs Spiral
Dummy Wall
Dummy Wall Doorframe
Dummy Wall Sloped Left
Dummy Wall Sloped Right
Dummy Wall Top Sloped Both
Dummy Wall Windowframe
Dummy Window
Electricity
Emerald
Empty
Empty Bottle
Empty Vial
Epic Dual Light Swords
Epic Staff
Epic Sword
Family Heirloom
Farm Plot Large
Farm Plot Medium
Farm Plot Small
Feather
Feces
Feet DarkBlack Feminine
Feet DarkBlack Masculine
Feet DarkRed Feminine
Feet DarkRed Masculine
Feet Gray Feminine
Feet Gray Masculine
Fertilizer
Fiber
Firplace Stone
Fishing Rod
Fists
Flashbang
Flat Power Bank
Flint
Fly Swatter
Fly Swatter Double
Forge
Fuel
Goblet
Gold Ingot
Gold Ore
Golden Necklace
Golden Ring
Green Beans
Green Beans Seed
Grenade
Ground Spikes
Gunpowder
Hammer
Hands DarkBlack Feminine
Hands DarkBlack Masculine
Hands DarkRed Feminine
Hands DarkRed Masculine
Hands Gray Feminine
Hands Gray Masculine
Hanging Rope
Head DarkBlack Feminine
Head DarkBlack Masculine
Head DarkRed Feminine
Head DarkRed Masculine
Head Gray Feminine
Head Gray Masculine
Health Potion
Heather
Hide
Iron Arrow
Iron Hatchet
Iron Ingot
Iron Ore
Iron Pickaxe
Key Ancient
Key Basic
Key Card Level 01
Key Card Level 02
Key Card Level 03
Key Card Level 04
Key Card Level 05
Key Gold
Key Mysterious
Kiwi
Kiwi Seed
Laser Big
Laser Small
Leather
Leaves
Legend Blade
Legend Bow
Legend Dagger
Legend Dual Hatchet
Legend Dual Heavy Sword
Legend Light Sword
Legend Magic Staff
Legend Skinning Knife
Legs DarkBlack Feminine
Legs DarkBlack Masculine
Legs DarkRed Feminine
Legs DarkRed Masculine
Legs Gray Feminine
Legs Gray Masculine
Lemon
Lemon Seed
Lever Switch
Lime
Lime Seed
Lockpick
Log Cleaver
Lychee
Lychee Seed
Magazine Extended Pistol
Magazine Extended Rifle
Major Health Potion
Major Mana Potion
Major Stamina Potion
Mana Potion
Med Kit
Milk
Minor Health Potion
Minor Mana Potion
Minor Stamina Potion
Missile ammo
Mortar And Pestle
Mushroom
MuzzleBreak Big
MuzzleBreak Small
Orange
Orange Seed
Painkillers
Peach
Peach Seed
Pear
Pear Seed
Picture Frame
Pineapple
Pineapple Seed
Pistol
Pistol Basic
Plant Cure
Pomegranate
Pomegranate Seed
Poppy
Potato
Potato Seed
Power Bank
Preserving Bin
Pressure Plate
Pumpkin
Pumpkin Seed
Purple Grapes
Purple Grapes Seed
Purpleberry
Raw Fish
Raw Meat
Recipe Shotgun
Recipe Steel Arrow
Recipe Steel Sword
Redberry
Redberry Seed
Reeds
Rifle Basic
Rope
Ruby
Sapphire
Scope Pistol
Scope Rifle
Shield Legend
Shield Round Wooden
Shotgun
Shotgun Basic
Silencer
Silver Ingot
Silver Necklace
Silver Ore
Silver Ring
Skull
Sleeping Bag
SmallFlashlight
SmallSilencer
Smelter
Smokebomb
Sniper Basic
Spade
Spinner
Spoiled Meat
Sprinkler
Stamina Potion
Steel Arrow
Steel Hatchet
Steel Ingot
Steel Pickaxe
Stick
Stone
Stone Arrow
Stone Brick
Stone Ceiling
Stone Ceiling Triangle
Stone Door
Stone Foundation
Stone Foundation Triangle
Stone Hatchet
Stone Pickaxe
Stone Railing
Stone Roof Sloped
Stone Roof Sloped Half
Stone Spear
Stone Stairs Corner
Stone Stairs Ramp
Stone Stairs Spiral
Stone Wall
Stone Wall Doorframe
Stone Wall Sloped Left
Stone Wall Sloped Right
Stone Wall Top Sloped Both
Stone Wall Windowframe
Stone Window
Storage Chest Large
Storage Chest Medium
Storage Chest Small
Strawberry
Strawberry Seed
Sulfur
Table Wooden
Tablet
Tanning Rack
Thatch
Thatch Ceiling
Thatch Ceiling Triangle
Thatch Door
Thatch Foundation
Thatch Foundation Triangle
Thatch Railing
Thatch Roof Sloped
Thatch Roof Sloped Half
Thatch Stairs Corner
Thatch Stairs Ramp
Thatch Stairs Spiral
Thatch Wall
Thatch Wall Doorframe
Thatch Wall Sloped Left
Thatch Wall Sloped Right
Thatch Wall Top Sloped Both
Thatch Wall Windowframe
Thatch Window
Throwing Knife
Tomato
Tomato Seed
Topaz
Torch
Torch Wall
Tranquilizer Arrow
Tripwire Trigger
Turret Flamethrower
Turret Gasblower
Turret Hitscan
Turret Laser
Turret Projectile
Unarmed
Underbarrel Grip Rifle
Uranium Ore
Water Bottle
Water Well Stone
Watering Can
Watermelon
Watermelon Seed
White Grapes
White Grapes Seed
Wine
Wooden Arrow
Wooden Bow
Wooden Ceiling
Wooden Ceiling Triangle
Wooden Door
Wooden Foundation
Wooden Foundation Triangle
Wooden Log
Wooden Plank
Wooden Railing
Wooden Roof Sloped
Wooden Roof Sloped Half
Wooden Spear
Wooden Stairs Corner
Wooden Stairs Ramp
Wooden Stairs Spiral
Wooden Wall
Wooden Wall Doorframe
Wooden Wall Sloped Left
Wooden Wall Sloped Right
Wooden Wall Top Sloped Both
Wooden Wall Windowframe
Wooden Window
Workbench
Yarrow
Yellowberry
Equipment Actor Blueprint Class
Equip Settings
Equip Slot
Primary Weapon
Offhand
Head
Body
Legs
Feet
Hands
Backpack
Necklace
Tablet
Attach Socket
Global Orientation
Forward Facing
Backward Facing
Left Facing
Right Facing
Skeletal Mesh
Static Mesh
Dual Wield Socket
Visual Ammo Actor
Uses Skeletal Mesh
Is Dual Wield
Check Gender Before Equip
No Equip/Unequip Animation
Spawn Visual Ammo Actor
Switch Anim Layer on Equip
Master Posed Skeletal Mesh
Override Global Orientation
Right Handed Pickup
First Person Single Grip
Equip Animations
Equip Animation (from unarmed)
Equip Animation (from armed)
Unequip Animation
Socket Offsets (Location/Rotation/Scale)
Socket Offset
{ "Location": { "X": 0, "Y": 0, "Z": 0 }, "Rotation": { "Pitch": 0, "Yaw": 90, "Roll": 0 }, "Scale": { "X": 1, "Y": 1, "Z": 1 } }
Secondary Offset
{ "Location": { "X": 0, "Y": 0, "Z": 0 }, "Rotation": { "Pitch": 0, "Yaw": 0, "Roll": 0 }, "Scale": { "X": 1, "Y": 1, "Z": 1 } }
Dual Wield Socket Offset
{ "Location": { "X": 5, "Y": 0, "Z": 0 }, "Rotation": { "Pitch": 170, "Yaw": 155, "Roll": 0 }, "Scale": { "X": 1, "Y": 1, "Z": 1 } }
Visual Ammo Actor Offset
{ "Location": { "X": 0, "Y": 0, "Z": 0 }, "Rotation": { "Pitch": 0, "Yaw": 0, "Roll": 0 }, "Scale": { "X": 1, "Y": 1, "Z": 1 } }
First Person Gun Socket
{ "Location": { "X": 0, "Y": 0, "Z": 0 }, "Rotation": { "Pitch": 0, "Yaw": 0, "Roll": 0 }, "Scale": { "X": 1, "Y": 1, "Z": 1 } }
Melee
Has Melee
Can Attack In Air
Has Combo Multiplier
Use Capsule Trace
Combo Multiplier
Light Attacks
(JSON array of attack objects)
[ { "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Hatchet_Dual/Attack/AM_Hatchet_Dual_Melee_A_Montage.AM_Hatchet_Dual_Melee_A_Montage", "Percentage Required to be played before being able to start next attack": 0.6, "Use Time between attack instead of animation Time": false, "Time between attack": 0.6, "Damage Multiplier": -1, "Time Dilation": "None", "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium" }, { "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Hatchet_Dual/Attack/AM_Hatchet_Dual_Melee_B_Montage.AM_Hatchet_Dual_Melee_B_Montage", "Percentage Required to be played before being able to start next attack": 0.5, "Use Time between attack instead of animation Time": false, "Time between attack": 2, "Damage Multiplier": -1, "Time Dilation": "None", "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium" }, { "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Hatchet_Dual/Attack/AM_Hatchet_Dual_Melee_C_Montage.AM_Hatchet_Dual_Melee_C_Montage", "Percentage Required to be played before being able to start next attack": 0.75, "Use Time between attack instead of animation Time": false, "Time between attack": 0.6, "Damage Multiplier": -1, "Time Dilation": "None", "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium" } ]
Heavy Attacks
(JSON array of attack objects)
[ { "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Hatchet_Dual/Ability/AM_Hatchet_Dual_R_Ability_Montage.AM_Hatchet_Dual_R_Ability_Montage", "Percentage Required to be played before being able to start next attack": 0.7, "Use Time between attack instead of animation Time": false, "Time between attack": 1, "Damage Multiplier": -1, "Time Dilation": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Time_Dilation_OnKill.DA_Time_Dilation_OnKill", "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium" } ]
Light Attacks (in motion)
(JSON array of attack objects)
[ { "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Hatchet_Dual/Attack/AM_Hatchet_Dual_Melee_A_Montage_Upperbody.AM_Hatchet_Dual_Melee_A_Montage_Upperbody", "Percentage Required to be played before being able to start next attack": 0.7, "Use Time between attack instead of animation Time": false, "Time between attack": 1, "Damage Multiplier": -1, "Time Dilation": "None", "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium" }, { "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Hatchet_Dual/Attack/AM_Hatchet_Dual_Melee_B_Montage_Upperbody.AM_Hatchet_Dual_Melee_B_Montage_Upperbody", "Percentage Required to be played before being able to start next attack": 0.7, "Use Time between attack instead of animation Time": false, "Time between attack": 1, "Damage Multiplier": -1, "Time Dilation": "None", "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium" }, { "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Hatchet_Dual/Attack/AM_Hatchet_Dual_Melee_C_Montage_Upperbody.AM_Hatchet_Dual_Melee_C_Montage_Upperbody", "Percentage Required to be played before being able to start next attack": 0.7, "Use Time between attack instead of animation Time": false, "Time between attack": 1, "Damage Multiplier": -1, "Time Dilation": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Time_Dilation_OnKill.DA_Time_Dilation_OnKill", "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium" } ]
Heavy Attacks (in motion)
(JSON array of attack objects)
[ { "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Hatchet_Dual/Ability/AM_Hatchet_Dual_R_Ability_Montage_Upperbody.AM_Hatchet_Dual_R_Ability_Montage_Upperbody", "Percentage Required to be played before being able to start next attack": 0.7, "Use Time between attack instead of animation Time": false, "Time between attack": 1, "Damage Multiplier": -1, "Time Dilation": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Time_Dilation_OnKill.DA_Time_Dilation_OnKill", "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium" } ]
Defend
Can Defend
Can Equip Shield
Ranged
Is Ranged
Requires Ammo to Fire
Max Ammo in Magazine
Bullets Per Shot
Bullet Spread
Range
Damage Multiplier
Accepted Fire Modes
(JSON array)
[ "Single" ]
Ammo
Requires Ammo
Ammo Type Tag
Aiming (ADS)
Has ADS
ADS FOV
ADS Speed
Crosshair
Has Crosshair
Reload
Has Reload
Has Auto Reload
Reload Time (s)
Reload Animations
(JSON)
null
Locking
Can Lock
IK (Inverse Kinematics)
Use IK
Hand Bone
Advanced / Complex Sections (JSON)
Edit these as raw JSON — must be valid JSON or the section is left unchanged on save.
Throwable
{ "Is Throwable": false, "Has Timer": false, "Timer is active while charging": false, "Time to activate": 0, "Can Charge Throwable?": false, "Throwing Animation": "None", "TimeToMaxCharge": 0, "Can Penetrate and Stick on Impact": false, "Can stick to this tag": "(", "Use Charge Animation": false, "Charge Animation": "None", "Automaticly Recharge after throw": false, "Use Projectile Trajectory Prediction": false }
Projectile
{ "Is Projectile": false, "Projectile Actor": "None", "Is Homing": false, "Accepted Locking tags": [], "Impact Effect": "None", "Activate on Impact": false, "Sound on activation": "None", "Used Ammo instead of weapon as projectile": false, "Can Pickup After Ejected": false, "Velocity Direction": { "X": 0, "Y": 0, "Z": 0 }, "Damage On Impact": false }
Damage Types
{ "Damage Type": "/Game/Hyper/ResourcePack/DamageTypes/DT_Combat.DT_Combat_C", "Use Secondairy Damage Type For Heavy Attack": true, "Secondairy Damage Type": "/Game/Hyper/ResourcePack/DamageTypes/DT_Heavy.DT_Heavy_C" }
Assigned Attributes
{ "Non-Persistent Attributes": { "Values": [], "Lookup Map": [] }, "Persistent Attributes": { "Attributes": [ { "Gameplay Tag": { "TagName": "Attribute.Persistent.Combat.Generic.Base Damage" }, "Attribute": { "Base": 25, "Added": 0 } }, { "Gameplay Tag": { "TagName": "Attribute.Persistent.Combat.Generic.Critical Strike Chance" }, "Attribute": { "Base": 0.2, "Added": 0 } }, { "Gameplay Tag": { "TagName": "Attribute.Persistent.Combat.Generic.Critical Strike Multiplier" }, "Attribute": { "Base": 2, "Added": 0 } } ], "Lookup Map": [] }, "Level Attributes": [], "State Effects To Add": { "GameplayTags": [], "ParentTags": [] }, "State Effects To Remove": { "GameplayTags": [], "ParentTags": [] } }
Misc Attributes
[]
Hit Animations
"None"