[
    {
        "Name": "Actor_Connector",
        "Generic": {
            "Equipment Type": {
                "TagName": "Items.Equipment.Tool.Actor_Connector"
            },
            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Actor_Connector"
            }
        },
        "Equip": {
            "Equipment Actor Class": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Implementations/BP_Equipment_ActorConnector.BP_Equipment_ActorConnector_C",
            "Do not use equip or unequip animation": false,
            "Equip Animations": {
                "Unequip Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Actions/AM_MM_Generic_Unequip.AM_MM_Generic_Unequip",
                "Equip Animation from armed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic",
                "Equip Animation from unarmed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic"
            },
            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
            "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
                }
            },
            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "/Game/Hyper/ResourcePack/Tools/ActorConnector/Meshes/SM_ActorConnector.SM_ActorConnector",
            "Uses Skeletal Mesh": false,
            "Equip as Master Posed Skeletal Mesh": false,
            "Skeletal Mesh": "None",
            "Equip at this slot": "Primary Weapon",
            "Attach at this socket": "weapon_r",
            "Socket Offset": {
                "Location": {
                    "X": -7.282362,
                    "Y": -1.207228,
                    "Z": 4.673807
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 0.6,
                    "Y": 0.6,
                    "Z": 0.6
                }
            },
            "Secondary Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
            "Dual Wield Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should check gender before equip": false,
            "Accepted on these Genders": [],
            "Override Global Orientation": false,
            "Global Orientation": "Strafe Movement",
            "Use Right Handed Pickup": false,
            "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
                }
            },
            "First Person Single Grip": false
        },
        "Melee": {
            "Has Melee": false,
            "Light Attacks": [],
            "Use different light attack animations when in motion": false,
            "Light Attacks when in motion": [],
            "Heavy Attacks": [],
            "Use different heavy attack animations when in motion": false,
            "Heavy Attacks when in motion": [],
            "Has Combo Multiplier": true,
            "Combo Multipliers": [
                1.05,
                1.1,
                1.15,
                1.2,
                1.25
            ],
            "Consumes on attack": true,
            "Heavy Attack Consumption": [],
            "Light Attack Consumption": [],
            "Use Different Attack When Looking Down": false,
            "Looking Down Pitch": 0,
            "Looking Down Attack": {
                "Animation": "None",
                "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"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
                "Animation": "None",
                "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"
            },
            "Use Camera Z Rotation For Normal Attack": true,
            "Trace Bounds": {
                "X": 75,
                "Y": 75,
                "Z": 75
            },
            "Can Attack In Air": true,
            "Use Different Attack When In Air": false,
            "In Air Attack": {
                "Animation": "None",
                "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"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "None"
        },
        "Defend": {
            "Can Defend": false,
            "Defend Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Block/Anim_Sword_Block.Anim_Sword_Block",
            "Can Equip Shield with this Weapon": false,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
            "Is Ranged": false,
            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
                "Single"
            ],
            "Camera Shake Class": "None",
            "Has Recoil": false,
            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
        },
        "Ammo": {
            "Requires Ammo": false,
            "Accepted Ammo": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Aiming": {
            "Has Aim Down Sight": false,
            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
        },
        "Crosshair": {
            "Has Crosshair": true,
            "Crosshair": "None"
        },
        "Reload": {
            "Has Reload": false,
            "Reload Animation": "None",
            "Has automatic reload": false,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Has Manual Reload": 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
        },
        "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
        },
        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": true,
            "Rotate control to locked target": true,
            "Use outliner": true
        },
        "Damage Types": {
            "Damage Type": "None",
            "Use Secondairy Damage Type For Heavy Attack": false,
            "Secondairy Damage Type": "None"
        },
        "IK": {
            "Use IK to Aim": false,
            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
            },
            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
        },
        "Assigned Attributes": {
            "Non-Persistent Attributes": {
                "Values": [],
                "Lookup Map": []
            },
            "Persistent Attributes": {
                "Attributes": [],
                "Lookup Map": []
            },
            "Level Attributes": [],
            "State Effects To Add": {
                "GameplayTags": [],
                "ParentTags": []
            },
            "State Effects To Remove": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Misc Attributes": []
    },
    {
        "Name": "AK_47",
        "Generic": {
            "Equipment Type": {
                "TagName": "Items.Equipment.Rifle.AK_47"
            },
            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "AK_47"
            }
        },
        "Equip": {
            "Equipment Actor Class": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Masters/BP_Equipment_Ranged_HitScan.BP_Equipment_Ranged_HitScan_C",
            "Do not use equip or unequip animation": false,
            "Equip Animations": {
                "Unequip Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Actions/AM_MM_Generic_Unequip.AM_MM_Generic_Unequip",
                "Equip Animation from armed": "/Game/Hyper/ResourcePack/Weapons/Rifle_Basic/Animations/AM_MM_Rifle_Equip.AM_MM_Rifle_Equip",
                "Equip Animation from unarmed": "/Game/Hyper/ResourcePack/Weapons/Rifle_Basic/Animations/AM_MM_Rifle_Equip_Unarmed.AM_MM_Rifle_Equip_Unarmed"
            },
            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
            "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
                }
            },
            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "/Game/Hyper/ResourcePack/Weapons/AK-47/Mesh/SM_AK-47.SM_AK-47",
            "Uses Skeletal Mesh": false,
            "Equip as Master Posed Skeletal Mesh": false,
            "Skeletal Mesh": "None",
            "Equip at this slot": "Primary Weapon",
            "Attach at this socket": "rangedweapon_r",
            "Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1.1,
                    "Y": 1.1,
                    "Z": 1.1
                }
            },
            "Secondary Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
            "Dual Wield Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should check gender before equip": false,
            "Accepted on these Genders": [],
            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
            "Use Right Handed Pickup": false,
            "First Person Gun Socket": {
                "Location": {
                    "X": 10.407575,
                    "Y": -29.800008,
                    "Z": 142.917203
                },
                "Rotation": {
                    "Pitch": -1.80117,
                    "Yaw": 269.447328,
                    "Roll": -2.618599
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "First Person Single Grip": false
        },
        "Melee": {
            "Has Melee": false,
            "Light Attacks": [],
            "Use different light attack animations when in motion": false,
            "Light Attacks when in motion": [],
            "Heavy Attacks": [],
            "Use different heavy attack animations when in motion": false,
            "Heavy Attacks when in motion": [],
            "Has Combo Multiplier": true,
            "Combo Multipliers": [
                1.05,
                1.1,
                1.15,
                1.2,
                1.25
            ],
            "Consumes on attack": true,
            "Heavy Attack Consumption": [],
            "Light Attack Consumption": [],
            "Use Different Attack When Looking Down": false,
            "Looking Down Pitch": 0,
            "Looking Down Attack": {
                "Animation": "None",
                "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"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
                "Animation": "None",
                "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"
            },
            "Use Camera Z Rotation For Normal Attack": true,
            "Trace Bounds": {
                "X": 75,
                "Y": 75,
                "Z": 75
            },
            "Can Attack In Air": true,
            "Use Different Attack When In Air": false,
            "In Air Attack": {
                "Animation": "None",
                "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"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "/Game/Hyper/Core/Equipment_Manager/Datamodel/DataAssets/DA_Surface_Sounds_Base.DA_Surface_Sounds_Base"
        },
        "Defend": {
            "Can Defend": false,
            "Defend Animation": "None",
            "Can Equip Shield with this Weapon": false,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
            "Is Ranged": true,
            "Fire Animation": "/Game/Hyper/ResourcePack/Weapons/Rifle_Basic/Animations/AM_MM_Rifle_Fire.AM_MM_Rifle_Fire",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": false,
            "Fire effect": "/Game/Hyper/ResourcePack/Effects/Particles/Weapons/NS_WeaponFire_MuzzleFlash_Rifle.NS_WeaponFire_MuzzleFlash_Rifle",
            "FireSound": "/Game/Hyper/ResourcePack/Audio/MetaSounds/sfx_Weapon_SemiAutomaticRifle_nl_metaPreset.sfx_Weapon_SemiAutomaticRifle_nl_metaPreset",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
                "Automatic",
                "Single",
                "Burst"
            ],
            "Camera Shake Class": "/Game/Hyper/Equipment_Manager/Blueprints/CameraShakes/CS_Weapon_Fire_Rifle.CS_Weapon_Fire_Rifle_C",
            "Has Recoil": true,
            "Has Recoil Recovery": false,
            "Has Weapon Spray": true
        },
        "Ammo": {
            "Requires Ammo": true,
            "Accepted Ammo": {
                "GameplayTags": [
                    {
                        "TagName": "Items.Equipment.Ammunition.762_39mm_ammo"
                    }
                ],
                "ParentTags": [
                    {
                        "TagName": "Items.Equipment.Ammunition"
                    },
                    {
                        "TagName": "Items.Equipment"
                    },
                    {
                        "TagName": "Items"
                    }
                ]
            }
        },
        "Aiming": {
            "Has Aim Down Sight": true,
            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
        },
        "Crosshair": {
            "Has Crosshair": true,
            "Crosshair": "/Game/Hyper/UI/Widgets/Specific/Combat/Crosshair/WBP_Crosshair_Rifle.WBP_Crosshair_Rifle_C"
        },
        "Reload": {
            "Has Reload": true,
            "Reload Animation": "/Game/Hyper/ResourcePack/Weapons/Rifle_Basic/Animations/AM_MM_Rifle_Reload.AM_MM_Rifle_Reload",
            "Has automatic reload": true,
            "Empty clip sound": "/Game/Hyper/ResourcePack/Audio/Sounds/Weapons/Rifle/SC_Weapons_Rifle_DryFire_01.SC_Weapons_Rifle_DryFire_01",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "/Game/Hyper/ResourcePack/Weapons/Rifle_Basic/Animations/AM_Weap_Rifle_Reload.AM_Weap_Rifle_Reload",
            "Has Manual Reload": true
        },
        "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
        },
        "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
        },
        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": false,
            "Rotate control to locked target": false,
            "Use outliner": false
        },
        "Damage Types": {
            "Damage Type": "/Game/Hyper/ResourcePack/DamageTypes/DT_Combat.DT_Combat_C",
            "Use Secondairy Damage Type For Heavy Attack": false,
            "Secondairy Damage Type": "None"
        },
        "IK": {
            "Use IK to Aim": false,
            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
            },
            "Use Left Hand IK On All Animations": true,
            "Target Socket": "Left_Hand"
        },
        "Assigned Attributes": {
            "Non-Persistent Attributes": {
                "Values": [],
                "Lookup Map": []
            },
            "Persistent Attributes": {
                "Attributes": [
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Generic.Base Damage"
                        },
                        "Attribute": {
                            "Base": 24,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Generic.Critical Strike Chance"
                        },
                        "Attribute": {
                            "Base": 0.225,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Generic.Critical Strike Multiplier"
                        },
                        "Attribute": {
                            "Base": 2,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Ranged.Max Rounds In Magazine"
                        },
                        "Attribute": {
                            "Base": 26,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Ranged.Amount Of Shots In One Fire"
                        },
                        "Attribute": {
                            "Base": 1,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Generic.Time Between Attacks"
                        },
                        "Attribute": {
                            "Base": 0.095,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Ranged.Aiming FOV"
                        },
                        "Attribute": {
                            "Base": 65,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Ranged.Recoil.Speed"
                        },
                        "Attribute": {
                            "Base": 0.05,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Ranged.Recoil.Intensity"
                        },
                        "Attribute": {
                            "Base": 0.125,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Ranged.Recoil.Recovery Rate"
                        },
                        "Attribute": {
                            "Base": 0.05,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Ranged.Recoil.Improvement Aiming"
                        },
                        "Attribute": {
                            "Base": 0.2,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Ranged.Recoil.Improvement Crouching"
                        },
                        "Attribute": {
                            "Base": 0.2,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Ranged.Recoil.Improvement Proning"
                        },
                        "Attribute": {
                            "Base": 0.2,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Ranged.Spray.Minimum Variation"
                        },
                        "Attribute": {
                            "Base": -200,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
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                        "Attribute": {
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                        "Gameplay Tag": {
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                    {
                        "Gameplay Tag": {
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                    {
                        "Gameplay Tag": {
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                    {
                        "Gameplay Tag": {
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                        "Attribute": {
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                "Lookup Map": []
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            "Level Attributes": [],
            "State Effects To Add": {
                "GameplayTags": [],
                "ParentTags": []
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                "GameplayTags": [],
                "ParentTags": []
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        },
        "Misc Attributes": []
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    {
        "Name": "Backpack",
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                "Equip Animation from armed": "None",
                "Equip Animation from unarmed": "None"
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            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
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            "Should Switch Anim Layer on Equip": false,
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            "Static Mesh": "/Game/Hyper/ResourcePack/Equipment/Backpack/Mesh/SM_Backpack.SM_Backpack",
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            "Equip as Master Posed Skeletal Mesh": false,
            "Skeletal Mesh": "None",
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                "Scale": {
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            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
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                "Scale": {
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            },
            "Should check gender before equip": false,
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            "Use Right Handed Pickup": false,
            "First Person Gun Socket": {
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                "Scale": {
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            "Light Attacks": [],
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            "Heavy Attacks when in motion": [],
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            "Consumes on attack": true,
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            "Looking Down Pitch": 0,
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                "Time between attack": 1,
                "Damage Multiplier": 1,
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                "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
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            "Use different looking down attack animations when in motion": false,
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            "Use Camera Z Rotation For Normal Attack": true,
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            "Can Attack In Air": true,
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            "Hold First Section Until On Ground": false,
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        "Ranged": {
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            "Require aiming to fire": false,
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        "Ammo": {
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            "Has Zoom Overlay": false,
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        "Crosshair": {
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            "Crosshair": "None"
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            "Reload Animation": "None",
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            "Play animation in equipped skeletal mesh": false,
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            "Damage On Impact": false
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        "Throwable": {
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            "Timer is active while charging": false,
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            "Can Charge Throwable?": false,
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            "Charge Animation": "None",
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        "Hit Animations": "None",
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            "Secondairy Damage Type": "None"
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        "IK": {
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            "Hand Bone": "None",
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                "Yaw": 0,
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            "Use Left Hand IK On All Animations": false,
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            "Level Attributes": [],
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                "ParentTags": []
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        },
        "Misc Attributes": []
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    {
        "Name": "BackpackExtraSlots",
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            "Linked Inventory Item": {
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                "Equip Animation from armed": "None",
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            "Equip as Master Posed Skeletal Mesh": false,
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            "Should check gender before equip": false,
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        "Ranged": {
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        "Aiming": {
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        "Crosshair": {
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            "Crosshair": "None"
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        "Throwable": {
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            "Can Charge Throwable?": false,
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            "Can Penetrate and Stick on Impact": false,
            "Can stick to this tag": "(",
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            "Secondairy Damage Type": "None"
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        "IK": {
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            "Use Left Hand IK On All Animations": false,
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            "State Effects To Add": {
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        "Misc Attributes": []
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    {
        "Name": "Basic_Dual_Sword",
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            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
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            "Should Switch Anim Layer on Equip": false,
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            "Static Mesh": "/Game/Hyper/ResourcePack/Weapons/Swords/Light_Basic/SM_Sword_Steel.SM_Sword_Steel",
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            "Equip as Master Posed Skeletal Mesh": false,
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                "Scale": {
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            "Is Dual Wield": true,
            "Dual Wield Socket": "weapon_l",
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                "Rotation": {
                    "Pitch": 180,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should check gender before equip": false,
            "Accepted on these Genders": [],
            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
            "Use Right Handed Pickup": false,
            "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
                }
            },
            "First Person Single Grip": false
        },
        "Melee": {
            "Has Melee": true,
            "Light Attacks": [
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword_Dual/Attack/AM_Sword_Dual_Primary_Attack_A_Normal_Montage.AM_Sword_Dual_Primary_Attack_A_Normal_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/Sword_Dual/Attack/AM_Sword_Dual_Primary_Attack_B_Normal_Montage.AM_Sword_Dual_Primary_Attack_B_Normal_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/Sword_Dual/Attack/AM_Sword_Dual_Primary_Attack_Normal_Montage.AM_Sword_Dual_Primary_Attack_Normal_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": "/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"
                }
            ],
            "Use different light attack animations when in motion": true,
            "Light Attacks when in motion": [
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword_Dual/Attack/AM_Sword_Dual_Primary_Attack_A_Normal_Montage_Upperbody.AM_Sword_Dual_Primary_Attack_A_Normal_Montage_Upperbody",
                    "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": 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/Sword_Dual/Attack/AM_Sword_Dual_Primary_Attack_B_Normal_Montage_Upperbody.AM_Sword_Dual_Primary_Attack_B_Normal_Montage_Upperbody",
                    "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": 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/Sword_Dual/Attack/AM_Sword_Dual_Primary_Attack_Normal_Montage_Upperbody.AM_Sword_Dual_Primary_Attack_Normal_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": [
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword_Dual/Ability/AM_Sword_Dual_Ability_RMB_Montage.AM_Sword_Dual_Ability_RMB_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"
                }
            ],
            "Use different heavy attack animations when in motion": false,
            "Heavy Attacks when in motion": [
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword_Dual/Ability/AM_Sword_Dual_Ability_RMB_Montage_Upperbody.AM_Sword_Dual_Ability_RMB_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"
                }
            ],
            "Has Combo Multiplier": true,
            "Combo Multipliers": [
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                1.1,
                1.15,
                1.2,
                1.25
            ],
            "Consumes on attack": true,
            "Heavy Attack Consumption": [],
            "Light Attack Consumption": [],
            "Use Different Attack When Looking Down": false,
            "Looking Down Pitch": 0,
            "Looking Down Attack": {
                "Animation": "None",
                "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"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
                "Animation": "None",
                "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"
            },
            "Use Camera Z Rotation For Normal Attack": true,
            "Trace Bounds": {
                "X": 75,
                "Y": 75,
                "Z": 75
            },
            "Can Attack In Air": true,
            "Use Different Attack When In Air": false,
            "In Air Attack": {
                "Animation": "None",
                "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"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "/Game/Hyper/Core/Equipment_Manager/Datamodel/DataAssets/DA_Surface_Sounds_Base.DA_Surface_Sounds_Base"
        },
        "Defend": {
            "Can Defend": true,
            "Defend Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Block/Anim_Sword_Block.Anim_Sword_Block",
            "Can Equip Shield with this Weapon": false,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
            "Is Ranged": false,
            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
                "Single"
            ],
            "Camera Shake Class": "None",
            "Has Recoil": false,
            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
        },
        "Ammo": {
            "Requires Ammo": false,
            "Accepted Ammo": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Aiming": {
            "Has Aim Down Sight": false,
            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
        },
        "Crosshair": {
            "Has Crosshair": false,
            "Crosshair": "None"
        },
        "Reload": {
            "Has Reload": false,
            "Reload Animation": "None",
            "Has automatic reload": false,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Has Manual Reload": 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
        },
        "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
        },
        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": true,
            "Rotate control to locked target": false,
            "Use outliner": 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"
        },
        "IK": {
            "Use IK to Aim": false,
            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
            },
            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
        },
        "Assigned Attributes": {
            "Non-Persistent Attributes": {
                "Values": [],
                "Lookup Map": []
            },
            "Persistent Attributes": {
                "Attributes": [
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Generic.Base Damage"
                        },
                        "Attribute": {
                            "Base": 12,
                            "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": []
    },
    {
        "Name": "Basic_Iron_Dagger",
        "Generic": {
            "Equipment Type": {
                "TagName": "Items.Equipment.Melee.Dagger.Basic_Iron_Dagger"
            },
            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Basic_Iron_Dagger"
            }
        },
        "Equip": {
            "Equipment Actor Class": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Masters/BP_Equipment_Melee.BP_Equipment_Melee_C",
            "Do not use equip or unequip animation": false,
            "Equip Animations": {
                "Unequip Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Actions/AM_MM_Generic_Unequip.AM_MM_Generic_Unequip",
                "Equip Animation from armed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic",
                "Equip Animation from unarmed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic"
            },
            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
            "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
                }
            },
            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "/Game/Hyper/ResourcePack/Weapons/Daggers/SM_Dagger_Iron.SM_Dagger_Iron",
            "Uses Skeletal Mesh": false,
            "Equip as Master Posed Skeletal Mesh": false,
            "Skeletal Mesh": "None",
            "Equip at this slot": "Primary Weapon",
            "Attach at this socket": "weapon_r",
            "Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 1,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 25,
                    "Yaw": 0,
                    "Roll": 180
                },
                "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
                }
            },
            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
            "Dual Wield Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should check gender before equip": false,
            "Accepted on these Genders": [],
            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
            "Use Right Handed Pickup": false,
            "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
                }
            },
            "First Person Single Grip": false
        },
        "Melee": {
            "Has Melee": true,
            "Light Attacks": [
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Dagger/Attack/AM_Dagger_PrimaryAttack_A_Slow_Montage.AM_Dagger_PrimaryAttack_A_Slow_Montage",
                    "Percentage Required to be played before being able to start next attack": 0.2,
                    "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/Dagger/Attack/AM_Dagger_PrimaryAttack_B_Slow_Montage.AM_Dagger_PrimaryAttack_B_Slow_Montage",
                    "Percentage Required to be played before being able to start next attack": 0.2,
                    "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/Dagger/Attack/AM_Dagger_PrimaryAttack_C_Slow_Montage.AM_Dagger_PrimaryAttack_C_Slow_Montage",
                    "Percentage Required to be played before being able to start next attack": 0.2,
                    "Use Time between attack instead of animation Time": false,
                    "Time between attack": 0.6,
                    "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"
                }
            ],
            "Use different light attack animations when in motion": true,
            "Light Attacks when in motion": [
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Dagger/Attack/AM_Dagger_PrimaryAttack_A_Slow_Montage_Upperbody.AM_Dagger_PrimaryAttack_A_Slow_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/Dagger/Attack/AM_Dagger_PrimaryAttack_B_Slow_Montage_Upperbody.AM_Dagger_PrimaryAttack_B_Slow_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/Dagger/Attack/AM_Dagger_PrimaryAttack_C_Slow_Montage_Upperbody.AM_Dagger_PrimaryAttack_C_Slow_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": [
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Dagger/Ability/AM_Dagger_Ability_E_Montage.AM_Dagger_Ability_E_Montage",
                    "Percentage Required to be played before being able to start next attack": 0.2,
                    "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"
                }
            ],
            "Use different heavy attack animations when in motion": false,
            "Heavy Attacks when in motion": [],
            "Has Combo Multiplier": true,
            "Combo Multipliers": [
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                1.1,
                1.15,
                1.2,
                1.25
            ],
            "Consumes on attack": true,
            "Heavy Attack Consumption": [],
            "Light Attack Consumption": [],
            "Use Different Attack When Looking Down": false,
            "Looking Down Pitch": 0,
            "Looking Down Attack": {
                "Animation": "None",
                "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"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
                "Animation": "None",
                "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"
            },
            "Use Camera Z Rotation For Normal Attack": true,
            "Trace Bounds": {
                "X": 75,
                "Y": 75,
                "Z": 75
            },
            "Can Attack In Air": true,
            "Use Different Attack When In Air": false,
            "In Air Attack": {
                "Animation": "None",
                "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"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "/Game/Hyper/Core/Equipment_Manager/Datamodel/DataAssets/DA_Surface_Sounds_Base.DA_Surface_Sounds_Base"
        },
        "Defend": {
            "Can Defend": true,
            "Defend Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Block/Anim_Sword_Block.Anim_Sword_Block",
            "Can Equip Shield with this Weapon": false,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
            "Is Ranged": false,
            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
                "Single"
            ],
            "Camera Shake Class": "None",
            "Has Recoil": false,
            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
        },
        "Ammo": {
            "Requires Ammo": false,
            "Accepted Ammo": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Aiming": {
            "Has Aim Down Sight": false,
            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
        },
        "Crosshair": {
            "Has Crosshair": false,
            "Crosshair": "None"
        },
        "Reload": {
            "Has Reload": false,
            "Reload Animation": "None",
            "Has automatic reload": false,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Has Manual Reload": 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
        },
        "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
        },
        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": true,
            "Rotate control to locked target": false,
            "Use outliner": false
        },
        "Damage Types": {
            "Damage Type": "/Game/Hyper/ResourcePack/DamageTypes/DT_Combat.DT_Combat_C",
            "Use Secondairy Damage Type For Heavy Attack": false,
            "Secondairy Damage Type": "None"
        },
        "IK": {
            "Use IK to Aim": false,
            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
            },
            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
        },
        "Assigned Attributes": {
            "Non-Persistent Attributes": {
                "Values": [],
                "Lookup Map": []
            },
            "Persistent Attributes": {
                "Attributes": [
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Generic.Base Damage"
                        },
                        "Attribute": {
                            "Base": 15,
                            "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": []
    },
    {
        "Name": "Basic_Iron_Longsword",
        "Generic": {
            "Equipment Type": {
                "TagName": "Items.Equipment.Melee.Sword.Basic_Iron_Longsword"
            },
            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Basic_Iron_Longsword"
            }
        },
        "Equip": {
            "Equipment Actor Class": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Masters/BP_Equipment_Melee.BP_Equipment_Melee_C",
            "Do not use equip or unequip animation": false,
            "Equip Animations": {
                "Unequip Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Actions/AM_MM_Generic_Unequip.AM_MM_Generic_Unequip",
                "Equip Animation from armed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic",
                "Equip Animation from unarmed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic"
            },
            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
            "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
                }
            },
            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "/Game/Hyper/ResourcePack/Weapons/Swords/SM_LongSword_Iron.SM_LongSword_Iron",
            "Uses Skeletal Mesh": false,
            "Equip as Master Posed Skeletal Mesh": false,
            "Skeletal Mesh": "None",
            "Equip at this slot": "Primary Weapon",
            "Attach at this socket": "weapon_r",
            "Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "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
                }
            },
            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
            "Dual Wield Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should check gender before equip": false,
            "Accepted on these Genders": [],
            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
            "Use Right Handed Pickup": false,
            "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
                }
            },
            "First Person Single Grip": false
        },
        "Melee": {
            "Has Melee": true,
            "Light Attacks": [
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Attack/AM_Sword_Attack_A_Med_Montage.AM_Sword_Attack_A_Med_Montage",
                    "Percentage Required to be played before being able to start next attack": 0.4,
                    "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/Sword/Attack/AM_Sword_Attack_B_Med_Montage.AM_Sword_Attack_B_Med_Montage",
                    "Percentage Required to be played before being able to start next attack": 0.4,
                    "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/Sword/Attack/AM_Sword_Attack_C_Med_Montage.AM_Sword_Attack_C_Med_Montage",
                    "Percentage Required to be played before being able to start next attack": 0.4,
                    "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/Sword/Attack/AM_Sword_Attack_D_Med_Montage.AM_Sword_Attack_D_Med_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"
                }
            ],
            "Use different light attack animations when in motion": true,
            "Light Attacks when in motion": [
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Attack/AM_Sword_Attack_A_Med_Montage_Upperbody.AM_Sword_Attack_A_Med_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/Sword/Attack/AM_Sword_Attack_B_Med_Montage_Upperbody.AM_Sword_Attack_B_Med_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/Sword/Attack/AM_Sword_Attack_C_Med_Montage_Upperbody.AM_Sword_Attack_C_Med_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/Sword/Attack/AM_Sword_Attack_D_Med_Montage_Upperbody.AM_Sword_Attack_D_Med_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": [
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Ability/AM_Sword_Ability_R_Montage.AM_Sword_Ability_R_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": 1,
                    "Damage Multiplier": -1,
                    "Time Dilation": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Time_Dilation_NoKill.DA_Time_Dilation_NoKill",
                    "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Heavy.DA_Screenshake_Heavy"
                },
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Ability/AM_Sword_Ability_E_Montage.AM_Sword_Ability_E_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"
                }
            ],
            "Use different heavy attack animations when in motion": false,
            "Heavy Attacks when in motion": [
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Ability/AM_Sword_Ability_R_Montage_Upperbody.AM_Sword_Ability_R_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_NoKill.DA_Time_Dilation_NoKill",
                    "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Heavy.DA_Screenshake_Heavy"
                },
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Ability/AM_Sword_Ability_E_Montage_Upperbody.AM_Sword_Ability_E_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"
                }
            ],
            "Has Combo Multiplier": true,
            "Combo Multipliers": [
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                1.1,
                1.15,
                1.2,
                1.25
            ],
            "Consumes on attack": true,
            "Heavy Attack Consumption": [],
            "Light Attack Consumption": [],
            "Use Different Attack When Looking Down": false,
            "Looking Down Pitch": 0,
            "Looking Down Attack": {
                "Animation": "None",
                "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"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
                "Animation": "None",
                "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"
            },
            "Use Camera Z Rotation For Normal Attack": true,
            "Trace Bounds": {
                "X": 75,
                "Y": 75,
                "Z": 75
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            "Can Attack In Air": true,
            "Use Different Attack When In Air": true,
            "In Air Attack": {
                "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Ability/AM_Sword_Ability_R_InAir_Montage.AM_Sword_Ability_R_InAir_Montage",
                "Percentage Required to be played before being able to start next attack": 0.7,
                "Use Time between attack instead of animation Time": true,
                "Time between attack": 1.75,
                "Damage Multiplier": 1,
                "Time Dilation": "None",
                "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": true,
            "Surface Impact Sounds": "/Game/Hyper/Core/Equipment_Manager/Datamodel/DataAssets/DA_Surface_Sounds_Sharp.DA_Surface_Sounds_Sharp"
        },
        "Defend": {
            "Can Defend": true,
            "Defend Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Block/Anim_Sword_Block.Anim_Sword_Block",
            "Can Equip Shield with this Weapon": true,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
            "Is Ranged": false,
            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
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            ],
            "Camera Shake Class": "None",
            "Has Recoil": false,
            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
        },
        "Ammo": {
            "Requires Ammo": false,
            "Accepted Ammo": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Aiming": {
            "Has Aim Down Sight": false,
            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
        },
        "Crosshair": {
            "Has Crosshair": false,
            "Crosshair": "None"
        },
        "Reload": {
            "Has Reload": false,
            "Reload Animation": "None",
            "Has automatic reload": false,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Has Manual Reload": 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
        },
        "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
        },
        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": true,
            "Rotate control to locked target": true,
            "Use outliner": true
        },
        "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"
        },
        "IK": {
            "Use IK to Aim": false,
            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
            },
            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
        },
        "Assigned Attributes": {
            "Non-Persistent Attributes": {
                "Values": [],
                "Lookup Map": []
            },
            "Persistent Attributes": {
                "Attributes": [
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Generic.Base Damage"
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                        "Attribute": {
                            "Base": 20,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Generic.Critical Strike Chance"
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                        "Attribute": {
                            "Base": 0.2,
                            "Added": 0
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                    },
                    {
                        "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": []
    },
    {
        "Name": "Basic_Iron_Sword",
        "Generic": {
            "Equipment Type": {
                "TagName": "Items.Equipment.Melee.Sword.Basic_Iron_Sword"
            },
            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Basic_Iron_Sword"
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        },
        "Equip": {
            "Equipment Actor Class": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Masters/BP_Equipment_Melee.BP_Equipment_Melee_C",
            "Do not use equip or unequip animation": false,
            "Equip Animations": {
                "Unequip Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Actions/AM_MM_Generic_Unequip.AM_MM_Generic_Unequip",
                "Equip Animation from armed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic",
                "Equip Animation from unarmed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic"
            },
            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
            "Visual ammo actor offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
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                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "/Game/Hyper/ResourcePack/Weapons/Swords/SM_Sword_Iron.SM_Sword_Iron",
            "Uses Skeletal Mesh": false,
            "Equip as Master Posed Skeletal Mesh": false,
            "Skeletal Mesh": "None",
            "Equip at this slot": "Primary Weapon",
            "Attach at this socket": "weapon_r",
            "Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "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
                }
            },
            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
            "Dual Wield Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should check gender before equip": false,
            "Accepted on these Genders": [],
            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
            "Use Right Handed Pickup": false,
            "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
                }
            },
            "First Person Single Grip": false
        },
        "Melee": {
            "Has Melee": true,
            "Light Attacks": [
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Attack/AM_Sword_Attack_A_Med_Montage.AM_Sword_Attack_A_Med_Montage",
                    "Percentage Required to be played before being able to start next attack": 0.4,
                    "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/Sword/Attack/AM_Sword_Attack_B_Med_Montage.AM_Sword_Attack_B_Med_Montage",
                    "Percentage Required to be played before being able to start next attack": 0.4,
                    "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/Sword/Attack/AM_Sword_Attack_C_Med_Montage.AM_Sword_Attack_C_Med_Montage",
                    "Percentage Required to be played before being able to start next attack": 0.4,
                    "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/Sword/Attack/AM_Sword_Attack_D_Med_Montage.AM_Sword_Attack_D_Med_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"
                }
            ],
            "Use different light attack animations when in motion": true,
            "Light Attacks when in motion": [
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Attack/AM_Sword_Attack_A_Med_Montage_Upperbody.AM_Sword_Attack_A_Med_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/Sword/Attack/AM_Sword_Attack_B_Med_Montage_Upperbody.AM_Sword_Attack_B_Med_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/Sword/Attack/AM_Sword_Attack_C_Med_Montage_Upperbody.AM_Sword_Attack_C_Med_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/Sword/Attack/AM_Sword_Attack_D_Med_Montage_Upperbody.AM_Sword_Attack_D_Med_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": [
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Ability/AM_Sword_Ability_R_Montage.AM_Sword_Ability_R_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": 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/Sword/Ability/AM_Sword_Ability_E_Montage.AM_Sword_Ability_E_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"
                }
            ],
            "Use different heavy attack animations when in motion": false,
            "Heavy Attacks when in motion": [
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Ability/AM_Sword_Ability_R_Montage_Upperbody.AM_Sword_Ability_R_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/Sword/Ability/AM_Sword_Ability_E_Montage_Upperbody.AM_Sword_Ability_E_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"
                }
            ],
            "Has Combo Multiplier": true,
            "Combo Multipliers": [
                1.05,
                1.1,
                1.15,
                1.2,
                1.25
            ],
            "Consumes on attack": true,
            "Heavy Attack Consumption": [],
            "Light Attack Consumption": [],
            "Use Different Attack When Looking Down": false,
            "Looking Down Pitch": 0,
            "Looking Down Attack": {
                "Animation": "None",
                "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"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
                "Animation": "None",
                "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"
            },
            "Use Camera Z Rotation For Normal Attack": true,
            "Trace Bounds": {
                "X": 75,
                "Y": 75,
                "Z": 75
            },
            "Can Attack In Air": true,
            "Use Different Attack When In Air": true,
            "In Air Attack": {
                "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Ability/AM_Sword_Ability_R_InAir_Montage.AM_Sword_Ability_R_InAir_Montage",
                "Percentage Required to be played before being able to start next attack": 0.7,
                "Use Time between attack instead of animation Time": true,
                "Time between attack": 1.75,
                "Damage Multiplier": 1,
                "Time Dilation": "None",
                "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": true,
            "Surface Impact Sounds": "/Game/Hyper/Core/Equipment_Manager/Datamodel/DataAssets/DA_Surface_Sounds_Base.DA_Surface_Sounds_Base"
        },
        "Defend": {
            "Can Defend": true,
            "Defend Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Block/Anim_Sword_Block.Anim_Sword_Block",
            "Can Equip Shield with this Weapon": true,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
            "Is Ranged": false,
            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
                "Single"
            ],
            "Camera Shake Class": "None",
            "Has Recoil": false,
            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
        },
        "Ammo": {
            "Requires Ammo": false,
            "Accepted Ammo": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Aiming": {
            "Has Aim Down Sight": false,
            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
        },
        "Crosshair": {
            "Has Crosshair": false,
            "Crosshair": "None"
        },
        "Reload": {
            "Has Reload": false,
            "Reload Animation": "None",
            "Has automatic reload": false,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Has Manual Reload": 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
        },
        "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
        },
        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": true,
            "Rotate control to locked target": true,
            "Use outliner": true
        },
        "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"
        },
        "IK": {
            "Use IK to Aim": false,
            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
            },
            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
        },
        "Assigned Attributes": {
            "Non-Persistent Attributes": {
                "Values": [],
                "Lookup Map": []
            },
            "Persistent Attributes": {
                "Attributes": [
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Generic.Base Damage"
                        },
                        "Attribute": {
                            "Base": 15,
                            "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": []
    },
    {
        "Name": "Basic_Iron_Sword_Ability",
        "Generic": {
            "Equipment Type": {
                "TagName": "Items.Equipment.Melee.Sword.Basic_Iron_Sword_Ability"
            },
            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Basic_Iron_Sword_Ability"
            }
        },
        "Equip": {
            "Equipment Actor Class": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Implementations/BP_Equipment_Melee_PassiveAbilityRequirement.BP_Equipment_Melee_PassiveAbilityRequirement_C",
            "Do not use equip or unequip animation": false,
            "Equip Animations": {
                "Unequip Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Actions/AM_MM_Generic_Unequip.AM_MM_Generic_Unequip",
                "Equip Animation from armed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic",
                "Equip Animation from unarmed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic"
            },
            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
            "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
                }
            },
            "Should Switch Anim Layer on Equip": true,
            "Animation Layer to use": {
                "Masculine": {
                    "AnimationLayertouse_114": "/Script/Engine.AnimBlueprintGeneratedClass'/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/ABP_sword_AnimLayer.ABP_sword_AnimLayer_C'"
                },
                "Feminine": {
                    "AnimationLayertouse_114": "/Script/Engine.AnimBlueprintGeneratedClass'/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/ABP_sword_AnimLayer.ABP_sword_AnimLayer_C'"
                }
            },
            "Static Mesh": "/Game/Hyper/ResourcePack/Weapons/Swords/SM_Sword_Iron.SM_Sword_Iron",
            "Uses Skeletal Mesh": false,
            "Equip as Master Posed Skeletal Mesh": false,
            "Skeletal Mesh": "None",
            "Equip at this slot": "Primary Weapon",
            "Attach at this socket": "weapon_r",
            "Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "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
                }
            },
            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
            "Dual Wield Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should check gender before equip": false,
            "Accepted on these Genders": [],
            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
            "Use Right Handed Pickup": false,
            "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
                }
            },
            "First Person Single Grip": false
        },
        "Melee": {
            "Has Melee": true,
            "Light Attacks": [
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Attack/AM_Sword_Attack_A_Med_Montage.AM_Sword_Attack_A_Med_Montage",
                    "Percentage Required to be played before being able to start next attack": 0.4,
                    "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/Sword/Attack/AM_Sword_Attack_B_Med_Montage.AM_Sword_Attack_B_Med_Montage",
                    "Percentage Required to be played before being able to start next attack": 0.4,
                    "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/Sword/Attack/AM_Sword_Attack_C_Med_Montage.AM_Sword_Attack_C_Med_Montage",
                    "Percentage Required to be played before being able to start next attack": 0.4,
                    "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/Sword/Attack/AM_Sword_Attack_D_Med_Montage.AM_Sword_Attack_D_Med_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"
                }
            ],
            "Use different light attack animations when in motion": true,
            "Light Attacks when in motion": [
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Attack/AM_Sword_Attack_A_Med_Montage_Upperbody.AM_Sword_Attack_A_Med_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/Sword/Attack/AM_Sword_Attack_B_Med_Montage_Upperbody.AM_Sword_Attack_B_Med_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/Sword/Attack/AM_Sword_Attack_C_Med_Montage_Upperbody.AM_Sword_Attack_C_Med_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/Sword/Attack/AM_Sword_Attack_D_Med_Montage_Upperbody.AM_Sword_Attack_D_Med_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": [
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Ability/AM_Sword_Ability_R_Montage.AM_Sword_Ability_R_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": 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/Sword/Ability/AM_Sword_Ability_E_Montage.AM_Sword_Ability_E_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"
                }
            ],
            "Use different heavy attack animations when in motion": false,
            "Heavy Attacks when in motion": [
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Ability/AM_Sword_Ability_R_Montage_Upperbody.AM_Sword_Ability_R_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/Sword/Ability/AM_Sword_Ability_E_Montage_Upperbody.AM_Sword_Ability_E_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"
                }
            ],
            "Has Combo Multiplier": true,
            "Combo Multipliers": [
                1.05,
                1.1,
                1.15,
                1.2,
                1.25
            ],
            "Consumes on attack": true,
            "Heavy Attack Consumption": [],
            "Light Attack Consumption": [],
            "Use Different Attack When Looking Down": false,
            "Looking Down Pitch": 0,
            "Looking Down Attack": {
                "Animation": "None",
                "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"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
                "Animation": "None",
                "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"
            },
            "Use Camera Z Rotation For Normal Attack": true,
            "Trace Bounds": {
                "X": 75,
                "Y": 75,
                "Z": 75
            },
            "Can Attack In Air": true,
            "Use Different Attack When In Air": true,
            "In Air Attack": {
                "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Ability/AM_Sword_Ability_R_InAir_Montage.AM_Sword_Ability_R_InAir_Montage",
                "Percentage Required to be played before being able to start next attack": 0.7,
                "Use Time between attack instead of animation Time": true,
                "Time between attack": 1.75,
                "Damage Multiplier": 1,
                "Time Dilation": "None",
                "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": true,
            "Surface Impact Sounds": "/Game/Hyper/Core/Equipment_Manager/Datamodel/DataAssets/DA_Surface_Sounds_Base.DA_Surface_Sounds_Base"
        },
        "Defend": {
            "Can Defend": true,
            "Defend Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Block/Anim_Sword_Block.Anim_Sword_Block",
            "Can Equip Shield with this Weapon": true,
            "Animation Layer to use with shield": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/ABP_sword_AnimLayer.ABP_sword_AnimLayer_C"
        },
        "Ranged": {
            "Is Ranged": false,
            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
                "Single"
            ],
            "Camera Shake Class": "None",
            "Has Recoil": false,
            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
        },
        "Ammo": {
            "Requires Ammo": false,
            "Accepted Ammo": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Aiming": {
            "Has Aim Down Sight": false,
            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
        },
        "Crosshair": {
            "Has Crosshair": false,
            "Crosshair": "None"
        },
        "Reload": {
            "Has Reload": false,
            "Reload Animation": "None",
            "Has automatic reload": false,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Has Manual Reload": 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
        },
        "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
        },
        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": true,
            "Rotate control to locked target": true,
            "Use outliner": true
        },
        "Damage Types": {
            "Damage Type": "/Game/Hyper/ResourcePack/DamageTypes/DT_Combat.DT_Combat_C",
            "Use Secondairy Damage Type For Heavy Attack": false,
            "Secondairy Damage Type": "None"
        },
        "IK": {
            "Use IK to Aim": false,
            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
            },
            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
        },
        "Assigned Attributes": {
            "Non-Persistent Attributes": {
                "Values": [],
                "Lookup Map": []
            },
            "Persistent Attributes": {
                "Attributes": [
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Generic.Base Damage"
                        },
                        "Attribute": {
                            "Base": 15,
                            "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": []
    },
    {
        "Name": "Basic_Skinning_Knife",
        "Generic": {
            "Equipment Type": {
                "TagName": "Items.Equipment.Melee.Misc.Basic_Skinning_Knife"
            },
            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Basic_Skinning_Knife"
            }
        },
        "Equip": {
            "Equipment Actor Class": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Masters/BP_Equipment_Melee.BP_Equipment_Melee_C",
            "Do not use equip or unequip animation": false,
            "Equip Animations": {
                "Unequip Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Actions/AM_MM_Generic_Unequip.AM_MM_Generic_Unequip",
                "Equip Animation from armed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic",
                "Equip Animation from unarmed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic"
            },
            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
            "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
                }
            },
            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "/Game/Hyper/ResourcePack/Weapons/Knife/SM_Knife.SM_Knife",
            "Uses Skeletal Mesh": false,
            "Equip as Master Posed Skeletal Mesh": false,
            "Skeletal Mesh": "None",
            "Equip at this slot": "Primary Weapon",
            "Attach at this socket": "weapon_r",
            "Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 5
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 2.5,
                    "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
                }
            },
            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
            "Dual Wield Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should check gender before equip": false,
            "Accepted on these Genders": [],
            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
            "Use Right Handed Pickup": false,
            "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
                }
            },
            "First Person Single Grip": false
        },
        "Melee": {
            "Has Melee": true,
            "Light Attacks": [
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Attack/AM_Sword_Attack_A_Med_Montage.AM_Sword_Attack_A_Med_Montage",
                    "Percentage Required to be played before being able to start next attack": 0.4,
                    "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/Sword/Attack/AM_Sword_Attack_B_Med_Montage.AM_Sword_Attack_B_Med_Montage",
                    "Percentage Required to be played before being able to start next attack": 0.4,
                    "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/Sword/Attack/AM_Sword_Attack_C_Med_Montage.AM_Sword_Attack_C_Med_Montage",
                    "Percentage Required to be played before being able to start next attack": 0.4,
                    "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/Sword/Attack/AM_Sword_Attack_D_Med_Montage.AM_Sword_Attack_D_Med_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": "None",
                    "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
                }
            ],
            "Use different light attack animations when in motion": false,
            "Light Attacks when in motion": [],
            "Heavy Attacks": [
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Ability/AM_Sword_Ability_R_Montage.AM_Sword_Ability_R_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": 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/Sword/Ability/AM_Sword_Ability_E_Montage.AM_Sword_Ability_E_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": "None",
                    "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
                }
            ],
            "Use different heavy attack animations when in motion": false,
            "Heavy Attacks when in motion": [],
            "Has Combo Multiplier": true,
            "Combo Multipliers": [
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                1.1,
                1.15,
                1.2,
                1.25
            ],
            "Consumes on attack": true,
            "Heavy Attack Consumption": [],
            "Light Attack Consumption": [],
            "Use Different Attack When Looking Down": false,
            "Looking Down Pitch": 0,
            "Looking Down Attack": {
                "Animation": "None",
                "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"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
                "Animation": "None",
                "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"
            },
            "Use Camera Z Rotation For Normal Attack": true,
            "Trace Bounds": {
                "X": 75,
                "Y": 75,
                "Z": 75
            },
            "Can Attack In Air": true,
            "Use Different Attack When In Air": false,
            "In Air Attack": {
                "Animation": "None",
                "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"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "/Game/Hyper/Core/Equipment_Manager/Datamodel/DataAssets/DA_Surface_Sounds_Base.DA_Surface_Sounds_Base"
        },
        "Defend": {
            "Can Defend": true,
            "Defend Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Block/Anim_Sword_Block.Anim_Sword_Block",
            "Can Equip Shield with this Weapon": true,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
            "Is Ranged": false,
            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
                "Single"
            ],
            "Camera Shake Class": "None",
            "Has Recoil": false,
            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
        },
        "Ammo": {
            "Requires Ammo": false,
            "Accepted Ammo": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Aiming": {
            "Has Aim Down Sight": false,
            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
        },
        "Crosshair": {
            "Has Crosshair": false,
            "Crosshair": "None"
        },
        "Reload": {
            "Has Reload": false,
            "Reload Animation": "None",
            "Has automatic reload": false,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Has Manual Reload": 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
        },
        "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
        },
        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": true,
            "Rotate control to locked target": true,
            "Use outliner": true
        },
        "Damage Types": {
            "Damage Type": "/Game/Hyper/ResourcePack/DamageTypes/DT_Combat.DT_Combat_C",
            "Use Secondairy Damage Type For Heavy Attack": false,
            "Secondairy Damage Type": "None"
        },
        "IK": {
            "Use IK to Aim": false,
            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
            },
            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
        },
        "Assigned Attributes": {
            "Non-Persistent Attributes": {
                "Values": [],
                "Lookup Map": []
            },
            "Persistent Attributes": {
                "Attributes": [
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Generic.Base Damage"
                        },
                        "Attribute": {
                            "Base": 24,
                            "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": []
    },
    {
        "Name": "Basic_Steel_Dagger",
        "Generic": {
            "Equipment Type": {
                "TagName": "Items.Equipment.Melee.Dagger.Basic_Steel_Dagger"
            },
            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Basic_Steel_Dagger"
            }
        },
        "Equip": {
            "Equipment Actor Class": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Masters/BP_Equipment_Melee.BP_Equipment_Melee_C",
            "Do not use equip or unequip animation": false,
            "Equip Animations": {
                "Unequip Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Actions/AM_MM_Generic_Unequip.AM_MM_Generic_Unequip",
                "Equip Animation from armed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic",
                "Equip Animation from unarmed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic"
            },
            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
            "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
                }
            },
            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "/Game/Hyper/ResourcePack/Weapons/Daggers/SM_Dagger_Steel.SM_Dagger_Steel",
            "Uses Skeletal Mesh": false,
            "Equip as Master Posed Skeletal Mesh": false,
            "Skeletal Mesh": "None",
            "Equip at this slot": "Primary Weapon",
            "Attach at this socket": "weapon_r",
            "Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 1,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 25,
                    "Yaw": 0,
                    "Roll": 180
                },
                "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
                }
            },
            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
            "Dual Wield Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should check gender before equip": false,
            "Accepted on these Genders": [],
            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
            "Use Right Handed Pickup": false,
            "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
                }
            },
            "First Person Single Grip": false
        },
        "Melee": {
            "Has Melee": true,
            "Light Attacks": [
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Dagger/Attack/AM_Dagger_PrimaryAttack_A_Slow_Montage.AM_Dagger_PrimaryAttack_A_Slow_Montage",
                    "Percentage Required to be played before being able to start next attack": 0.2,
                    "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/Dagger/Attack/AM_Dagger_PrimaryAttack_B_Slow_Montage.AM_Dagger_PrimaryAttack_B_Slow_Montage",
                    "Percentage Required to be played before being able to start next attack": 0.2,
                    "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/Dagger/Attack/AM_Dagger_PrimaryAttack_C_Slow_Montage.AM_Dagger_PrimaryAttack_C_Slow_Montage",
                    "Percentage Required to be played before being able to start next attack": 0.2,
                    "Use Time between attack instead of animation Time": false,
                    "Time between attack": 0.6,
                    "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"
                },
                {
                    "Animation": "None",
                    "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"
                }
            ],
            "Use different light attack animations when in motion": true,
            "Light Attacks when in motion": [
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Dagger/Attack/AM_Dagger_PrimaryAttack_A_Slow_Montage_Upperbody.AM_Dagger_PrimaryAttack_A_Slow_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/Dagger/Attack/AM_Dagger_PrimaryAttack_B_Slow_Montage_Upperbody.AM_Dagger_PrimaryAttack_B_Slow_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/Dagger/Attack/AM_Dagger_PrimaryAttack_C_Slow_Montage_Upperbody.AM_Dagger_PrimaryAttack_C_Slow_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": [
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Dagger/Ability/AM_Dagger_Ability_E_Montage.AM_Dagger_Ability_E_Montage",
                    "Percentage Required to be played before being able to start next attack": 0.2,
                    "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"
                }
            ],
            "Use different heavy attack animations when in motion": false,
            "Heavy Attacks when in motion": [],
            "Has Combo Multiplier": true,
            "Combo Multipliers": [
                1.05,
                1.1,
                1.15,
                1.2,
                1.25
            ],
            "Consumes on attack": true,
            "Heavy Attack Consumption": [],
            "Light Attack Consumption": [],
            "Use Different Attack When Looking Down": false,
            "Looking Down Pitch": 0,
            "Looking Down Attack": {
                "Animation": "None",
                "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"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
                "Animation": "None",
                "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"
            },
            "Use Camera Z Rotation For Normal Attack": true,
            "Trace Bounds": {
                "X": 75,
                "Y": 75,
                "Z": 75
            },
            "Can Attack In Air": true,
            "Use Different Attack When In Air": false,
            "In Air Attack": {
                "Animation": "None",
                "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"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "/Game/Hyper/Core/Equipment_Manager/Datamodel/DataAssets/DA_Surface_Sounds_Base.DA_Surface_Sounds_Base"
        },
        "Defend": {
            "Can Defend": true,
            "Defend Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Block/Anim_Sword_Block.Anim_Sword_Block",
            "Can Equip Shield with this Weapon": false,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
            "Is Ranged": false,
            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
                "Single"
            ],
            "Camera Shake Class": "None",
            "Has Recoil": false,
            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
        },
        "Ammo": {
            "Requires Ammo": false,
            "Accepted Ammo": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Aiming": {
            "Has Aim Down Sight": false,
            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
        },
        "Crosshair": {
            "Has Crosshair": false,
            "Crosshair": "None"
        },
        "Reload": {
            "Has Reload": false,
            "Reload Animation": "None",
            "Has automatic reload": false,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Has Manual Reload": 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
        },
        "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
        },
        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": true,
            "Rotate control to locked target": false,
            "Use outliner": false
        },
        "Damage Types": {
            "Damage Type": "/Game/Hyper/ResourcePack/DamageTypes/DT_Combat.DT_Combat_C",
            "Use Secondairy Damage Type For Heavy Attack": false,
            "Secondairy Damage Type": "None"
        },
        "IK": {
            "Use IK to Aim": false,
            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
            },
            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
        },
        "Assigned Attributes": {
            "Non-Persistent Attributes": {
                "Values": [],
                "Lookup Map": []
            },
            "Persistent Attributes": {
                "Attributes": [
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Generic.Base Damage"
                        },
                        "Attribute": {
                            "Base": 18,
                            "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": []
    },
    {
        "Name": "Basic_Steel_Longsword",
        "Generic": {
            "Equipment Type": {
                "TagName": "Items.Equipment.Melee.Sword.Basic_Steel_Longsword"
            },
            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Basic_Steel_Longsword"
            }
        },
        "Equip": {
            "Equipment Actor Class": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Masters/BP_Equipment_Melee.BP_Equipment_Melee_C",
            "Do not use equip or unequip animation": false,
            "Equip Animations": {
                "Unequip Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Actions/AM_MM_Generic_Unequip.AM_MM_Generic_Unequip",
                "Equip Animation from armed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic",
                "Equip Animation from unarmed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic"
            },
            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
            "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
                }
            },
            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "/Game/Hyper/ResourcePack/Weapons/Swords/SM_LongSword_Steel.SM_LongSword_Steel",
            "Uses Skeletal Mesh": false,
            "Equip as Master Posed Skeletal Mesh": false,
            "Skeletal Mesh": "None",
            "Equip at this slot": "Primary Weapon",
            "Attach at this socket": "weapon_r",
            "Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "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
                }
            },
            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
            "Dual Wield Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should check gender before equip": false,
            "Accepted on these Genders": [],
            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
            "Use Right Handed Pickup": false,
            "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
                }
            },
            "First Person Single Grip": false
        },
        "Melee": {
            "Has Melee": true,
            "Light Attacks": [
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Attack/AM_Sword_Attack_A_Med_Montage.AM_Sword_Attack_A_Med_Montage",
                    "Percentage Required to be played before being able to start next attack": 0.4,
                    "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/Sword/Attack/AM_Sword_Attack_B_Med_Montage.AM_Sword_Attack_B_Med_Montage",
                    "Percentage Required to be played before being able to start next attack": 0.4,
                    "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/Sword/Attack/AM_Sword_Attack_C_Med_Montage.AM_Sword_Attack_C_Med_Montage",
                    "Percentage Required to be played before being able to start next attack": 0.4,
                    "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/Sword/Attack/AM_Sword_Attack_D_Med_Montage.AM_Sword_Attack_D_Med_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"
                }
            ],
            "Use different light attack animations when in motion": true,
            "Light Attacks when in motion": [
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Attack/AM_Sword_Attack_A_Med_Montage_Upperbody.AM_Sword_Attack_A_Med_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/Sword/Attack/AM_Sword_Attack_B_Med_Montage_Upperbody.AM_Sword_Attack_B_Med_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/Sword/Attack/AM_Sword_Attack_C_Med_Montage_Upperbody.AM_Sword_Attack_C_Med_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/Sword/Attack/AM_Sword_Attack_D_Med_Montage_Upperbody.AM_Sword_Attack_D_Med_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": [
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Ability/AM_Sword_Ability_R_Montage.AM_Sword_Ability_R_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": 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/Sword/Ability/AM_Sword_Ability_E_Montage.AM_Sword_Ability_E_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"
                }
            ],
            "Use different heavy attack animations when in motion": false,
            "Heavy Attacks when in motion": [
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Ability/AM_Sword_Ability_R_Montage_Upperbody.AM_Sword_Ability_R_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/Sword/Ability/AM_Sword_Ability_E_Montage_Upperbody.AM_Sword_Ability_E_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"
                }
            ],
            "Has Combo Multiplier": true,
            "Combo Multipliers": [
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                1.1,
                1.15,
                1.2,
                1.25
            ],
            "Consumes on attack": true,
            "Heavy Attack Consumption": [],
            "Light Attack Consumption": [],
            "Use Different Attack When Looking Down": false,
            "Looking Down Pitch": 0,
            "Looking Down Attack": {
                "Animation": "None",
                "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"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
                "Animation": "None",
                "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"
            },
            "Use Camera Z Rotation For Normal Attack": true,
            "Trace Bounds": {
                "X": 75,
                "Y": 75,
                "Z": 75
            },
            "Can Attack In Air": true,
            "Use Different Attack When In Air": true,
            "In Air Attack": {
                "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Ability/AM_Sword_Ability_R_InAir_Montage.AM_Sword_Ability_R_InAir_Montage",
                "Percentage Required to be played before being able to start next attack": 0.7,
                "Use Time between attack instead of animation Time": true,
                "Time between attack": 1.75,
                "Damage Multiplier": 1,
                "Time Dilation": "None",
                "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": true,
            "Surface Impact Sounds": "/Game/Hyper/Core/Equipment_Manager/Datamodel/DataAssets/DA_Surface_Sounds_Base.DA_Surface_Sounds_Base"
        },
        "Defend": {
            "Can Defend": true,
            "Defend Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Block/Anim_Sword_Block.Anim_Sword_Block",
            "Can Equip Shield with this Weapon": true,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
            "Is Ranged": false,
            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
                "Single"
            ],
            "Camera Shake Class": "None",
            "Has Recoil": false,
            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
        },
        "Ammo": {
            "Requires Ammo": false,
            "Accepted Ammo": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Aiming": {
            "Has Aim Down Sight": false,
            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
        },
        "Crosshair": {
            "Has Crosshair": false,
            "Crosshair": "None"
        },
        "Reload": {
            "Has Reload": false,
            "Reload Animation": "None",
            "Has automatic reload": false,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Has Manual Reload": 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
        },
        "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
        },
        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": true,
            "Rotate control to locked target": true,
            "Use outliner": true
        },
        "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"
        },
        "IK": {
            "Use IK to Aim": false,
            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
            },
            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
        },
        "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": 0.5,
                            "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": []
    },
    {
        "Name": "Basic_Steel_Sword",
        "Generic": {
            "Equipment Type": {
                "TagName": "Items.Equipment.Melee.Sword.Basic_Steel_Sword"
            },
            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Basic_Steel_Sword"
            }
        },
        "Equip": {
            "Equipment Actor Class": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Masters/BP_Equipment_Melee.BP_Equipment_Melee_C",
            "Do not use equip or unequip animation": false,
            "Equip Animations": {
                "Unequip Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Actions/AM_MM_Generic_Unequip.AM_MM_Generic_Unequip",
                "Equip Animation from armed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic",
                "Equip Animation from unarmed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic"
            },
            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
            "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
                }
            },
            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "/Game/Hyper/ResourcePack/Weapons/Swords/SM_Sword_Steel.SM_Sword_Steel",
            "Uses Skeletal Mesh": false,
            "Equip as Master Posed Skeletal Mesh": false,
            "Skeletal Mesh": "None",
            "Equip at this slot": "Primary Weapon",
            "Attach at this socket": "weapon_r",
            "Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "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
                }
            },
            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
            "Dual Wield Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should check gender before equip": false,
            "Accepted on these Genders": [],
            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
            "Use Right Handed Pickup": false,
            "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
                }
            },
            "First Person Single Grip": false
        },
        "Melee": {
            "Has Melee": true,
            "Light Attacks": [
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Attack/AM_Sword_Attack_A_Med_Montage.AM_Sword_Attack_A_Med_Montage",
                    "Percentage Required to be played before being able to start next attack": 0.4,
                    "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/Sword/Attack/AM_Sword_Attack_B_Med_Montage.AM_Sword_Attack_B_Med_Montage",
                    "Percentage Required to be played before being able to start next attack": 0.4,
                    "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/Sword/Attack/AM_Sword_Attack_C_Med_Montage.AM_Sword_Attack_C_Med_Montage",
                    "Percentage Required to be played before being able to start next attack": 0.4,
                    "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/Sword/Attack/AM_Sword_Attack_D_Med_Montage.AM_Sword_Attack_D_Med_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"
                }
            ],
            "Use different light attack animations when in motion": true,
            "Light Attacks when in motion": [
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Attack/AM_Sword_Attack_A_Med_Montage_Upperbody.AM_Sword_Attack_A_Med_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/Sword/Attack/AM_Sword_Attack_B_Med_Montage_Upperbody.AM_Sword_Attack_B_Med_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/Sword/Attack/AM_Sword_Attack_C_Med_Montage_Upperbody.AM_Sword_Attack_C_Med_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,
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                    "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/Sword/Attack/AM_Sword_Attack_D_Med_Montage_Upperbody.AM_Sword_Attack_D_Med_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": [
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Ability/AM_Sword_Ability_R_Montage.AM_Sword_Ability_R_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": 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/Sword/Ability/AM_Sword_Ability_E_Montage.AM_Sword_Ability_E_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"
                }
            ],
            "Use different heavy attack animations when in motion": false,
            "Heavy Attacks when in motion": [
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Ability/AM_Sword_Ability_R_Montage_Upperbody.AM_Sword_Ability_R_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,
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                    "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
                },
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Ability/AM_Sword_Ability_E_Montage_Upperbody.AM_Sword_Ability_E_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"
                }
            ],
            "Has Combo Multiplier": true,
            "Combo Multipliers": [
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                1.1,
                1.15,
                1.2,
                1.25
            ],
            "Consumes on attack": true,
            "Heavy Attack Consumption": [],
            "Light Attack Consumption": [],
            "Use Different Attack When Looking Down": false,
            "Looking Down Pitch": 0,
            "Looking Down Attack": {
                "Animation": "None",
                "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"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
                "Animation": "None",
                "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"
            },
            "Use Camera Z Rotation For Normal Attack": true,
            "Trace Bounds": {
                "X": 75,
                "Y": 75,
                "Z": 75
            },
            "Can Attack In Air": true,
            "Use Different Attack When In Air": true,
            "In Air Attack": {
                "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Ability/AM_Sword_Ability_R_InAir_Montage.AM_Sword_Ability_R_InAir_Montage",
                "Percentage Required to be played before being able to start next attack": 0.7,
                "Use Time between attack instead of animation Time": true,
                "Time between attack": 1.75,
                "Damage Multiplier": 1,
                "Time Dilation": "None",
                "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": true,
            "Surface Impact Sounds": "/Game/Hyper/Core/Equipment_Manager/Datamodel/DataAssets/DA_Surface_Sounds_Base.DA_Surface_Sounds_Base"
        },
        "Defend": {
            "Can Defend": true,
            "Defend Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Block/Anim_Sword_Block.Anim_Sword_Block",
            "Can Equip Shield with this Weapon": true,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
            "Is Ranged": false,
            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
                "Single"
            ],
            "Camera Shake Class": "None",
            "Has Recoil": false,
            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
        },
        "Ammo": {
            "Requires Ammo": false,
            "Accepted Ammo": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Aiming": {
            "Has Aim Down Sight": false,
            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
        },
        "Crosshair": {
            "Has Crosshair": false,
            "Crosshair": "None"
        },
        "Reload": {
            "Has Reload": false,
            "Reload Animation": "None",
            "Has automatic reload": false,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Has Manual Reload": 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
        },
        "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
        },
        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": true,
            "Rotate control to locked target": true,
            "Use outliner": true
        },
        "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"
        },
        "IK": {
            "Use IK to Aim": false,
            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
            },
            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
        },
        "Assigned Attributes": {
            "Non-Persistent Attributes": {
                "Values": [],
                "Lookup Map": []
            },
            "Persistent Attributes": {
                "Attributes": [
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Generic.Base Damage"
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                        "Attribute": {
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                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
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                    },
                    {
                        "Gameplay Tag": {
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                        "Attribute": {
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                "Lookup Map": []
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            "Level Attributes": [],
            "State Effects To Add": {
                "GameplayTags": [],
                "ParentTags": []
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            "State Effects To Remove": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Misc Attributes": []
    },
    {
        "Name": "Basic_Wooden_Sword",
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            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Basic_Wooden_Sword"
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            "Equipment Actor Class": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Masters/BP_Equipment_Melee.BP_Equipment_Melee_C",
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            "Equip Animations": {
                "Unequip Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Actions/AM_MM_Generic_Unequip.AM_MM_Generic_Unequip",
                "Equip Animation from armed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic",
                "Equip Animation from unarmed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic"
            },
            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
            "Visual ammo actor offset": {
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                    "X": 0,
                    "Y": 0,
                    "Z": 0
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                "Rotation": {
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                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "/Game/Hyper/ResourcePack/Weapons/Swords/SM_Sword_Wooden.SM_Sword_Wooden",
            "Uses Skeletal Mesh": false,
            "Equip as Master Posed Skeletal Mesh": false,
            "Skeletal Mesh": "None",
            "Equip at this slot": "Primary Weapon",
            "Attach at this socket": "weapon_r",
            "Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "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
                }
            },
            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
            "Dual Wield Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should check gender before equip": false,
            "Accepted on these Genders": [],
            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
            "Use Right Handed Pickup": false,
            "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
                }
            },
            "First Person Single Grip": false
        },
        "Melee": {
            "Has Melee": true,
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                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Attack/AM_Sword_Attack_A_Med_Montage.AM_Sword_Attack_A_Med_Montage",
                    "Percentage Required to be played before being able to start next attack": 0.4,
                    "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"
                },
                {
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                    "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/Sword/Attack/AM_Sword_Attack_C_Med_Montage.AM_Sword_Attack_C_Med_Montage",
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                    "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/Sword/Attack/AM_Sword_Attack_D_Med_Montage.AM_Sword_Attack_D_Med_Montage",
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                    "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"
                }
            ],
            "Use different light attack animations when in motion": true,
            "Light Attacks when in motion": [
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Attack/AM_Sword_Attack_A_Med_Montage_Upperbody.AM_Sword_Attack_A_Med_Montage_Upperbody",
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                    "Time between attack": 1,
                    "Damage Multiplier": -1,
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                    "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
                },
                {
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                    "Use Time between attack instead of animation Time": false,
                    "Time between attack": 1,
                    "Damage Multiplier": -1,
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                },
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Attack/AM_Sword_Attack_C_Med_Montage_Upperbody.AM_Sword_Attack_C_Med_Montage_Upperbody",
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                    "Use Time between attack instead of animation Time": false,
                    "Time between attack": 1,
                    "Damage Multiplier": -1,
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                },
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Attack/AM_Sword_Attack_D_Med_Montage_Upperbody.AM_Sword_Attack_D_Med_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"
                }
            ],
            "Heavy Attacks": [
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Ability/AM_Sword_Ability_R_Montage.AM_Sword_Ability_R_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": 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/Sword/Ability/AM_Sword_Ability_E_Montage.AM_Sword_Ability_E_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": "None",
                    "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
                }
            ],
            "Use different heavy attack animations when in motion": false,
            "Heavy Attacks when in motion": [
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Ability/AM_Sword_Ability_R_Montage_Upperbody.AM_Sword_Ability_R_Montage_Upperbody",
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                    "Use Time between attack instead of animation Time": false,
                    "Time between attack": 1,
                    "Damage Multiplier": -1,
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                    "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
                },
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Ability/AM_Sword_Ability_E_Montage_Upperbody.AM_Sword_Ability_E_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"
                }
            ],
            "Has Combo Multiplier": true,
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                1.15,
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                1.25
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            "Consumes on attack": true,
            "Heavy Attack Consumption": [],
            "Light Attack Consumption": [],
            "Use Different Attack When Looking Down": false,
            "Looking Down Pitch": 0,
            "Looking Down Attack": {
                "Animation": "None",
                "Percentage Required to be played before being able to start next attack": 0.7,
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                "Time between attack": 1,
                "Damage Multiplier": 1,
                "Time Dilation": "None",
                "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
                "Animation": "None",
                "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"
            },
            "Use Camera Z Rotation For Normal Attack": true,
            "Trace Bounds": {
                "X": 75,
                "Y": 75,
                "Z": 75
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            "Can Attack In Air": true,
            "Use Different Attack When In Air": true,
            "In Air Attack": {
                "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Ability/AM_Sword_Ability_R_InAir_Montage.AM_Sword_Ability_R_InAir_Montage",
                "Percentage Required to be played before being able to start next attack": 0.7,
                "Use Time between attack instead of animation Time": true,
                "Time between attack": 1.75,
                "Damage Multiplier": 1,
                "Time Dilation": "None",
                "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
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                "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"
            },
            "Hold First Section Until On Ground": true,
            "Surface Impact Sounds": "/Game/Hyper/Core/Equipment_Manager/Datamodel/DataAssets/DA_Surface_Sounds_Base.DA_Surface_Sounds_Base"
        },
        "Defend": {
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            "Defend Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Block/Anim_Sword_Block.Anim_Sword_Block",
            "Can Equip Shield with this Weapon": true,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
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            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
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            "Camera Shake Class": "None",
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            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
        },
        "Ammo": {
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            "Accepted Ammo": {
                "GameplayTags": [],
                "ParentTags": []
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        },
        "Aiming": {
            "Has Aim Down Sight": false,
            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
        },
        "Crosshair": {
            "Has Crosshair": false,
            "Crosshair": "None"
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        "Reload": {
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            "Reload Animation": "None",
            "Has automatic reload": false,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Has Manual Reload": false
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        "Projectile": {
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            "Projectile Actor": "None",
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            "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": {
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                "Y": 0,
                "Z": 0
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            "Damage On Impact": false
        },
        "Throwable": {
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            "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
        },
        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": true,
            "Rotate control to locked target": true,
            "Use outliner": true
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        "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"
        },
        "IK": {
            "Use IK to Aim": false,
            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
            },
            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
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        "Assigned Attributes": {
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                "Values": [],
                "Lookup Map": []
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                    {
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                    {
                        "Gameplay Tag": {
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                        "Attribute": {
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                "Lookup Map": []
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            "Level Attributes": [],
            "State Effects To Add": {
                "GameplayTags": [],
                "ParentTags": []
            },
            "State Effects To Remove": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Misc Attributes": []
    },
    {
        "Name": "Body_DarkBlack_Feminine",
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            "Equipment Type": {
                "TagName": "Items.Equipment.Wearable.Example.Body_DarkBlack_Feminine"
            },
            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Body_DarkBlack_Feminine"
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        "Equip": {
            "Equipment Actor Class": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Masters/BP_Equipment_LeaderPosed.BP_Equipment_LeaderPosed_C",
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            "Equip Animations": {
                "Unequip Animation": "None",
                "Equip Animation from armed": "None",
                "Equip Animation from unarmed": "None"
            },
            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
            "Visual ammo actor offset": {
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                    "Y": 0,
                    "Z": 0
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                "Rotation": {
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                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Meshes/BrokenDownSkeleton_Quinn/Dark_Black/SM_Quinn_TorsoWithArms_DarkBlack.SM_Quinn_TorsoWithArms_DarkBlack",
            "Uses Skeletal Mesh": true,
            "Equip as Master Posed Skeletal Mesh": true,
            "Skeletal Mesh": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Meshes/BrokenDownSkeleton_Quinn/Dark_Black/SKM_Quinn_TorsoWithArms_DarkBlack.SKM_Quinn_TorsoWithArms_DarkBlack",
            "Equip at this slot": "Body",
            "Attach at this socket": "Body",
            "Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
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                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "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
                }
            },
            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
            "Dual Wield Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should check gender before equip": true,
            "Accepted on these Genders": [
                "Feminine"
            ],
            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
            "Use Right Handed Pickup": false,
            "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
                }
            },
            "First Person Single Grip": false
        },
        "Melee": {
            "Has Melee": false,
            "Light Attacks": [],
            "Use different light attack animations when in motion": false,
            "Light Attacks when in motion": [],
            "Heavy Attacks": [],
            "Use different heavy attack animations when in motion": false,
            "Heavy Attacks when in motion": [],
            "Has Combo Multiplier": true,
            "Combo Multipliers": [
                1.05,
                1.1,
                1.15,
                1.2,
                1.25
            ],
            "Consumes on attack": true,
            "Heavy Attack Consumption": [],
            "Light Attack Consumption": [],
            "Use Different Attack When Looking Down": false,
            "Looking Down Pitch": 0,
            "Looking Down Attack": {
                "Animation": "None",
                "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"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
                "Animation": "None",
                "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"
            },
            "Use Camera Z Rotation For Normal Attack": true,
            "Trace Bounds": {
                "X": 75,
                "Y": 75,
                "Z": 75
            },
            "Can Attack In Air": true,
            "Use Different Attack When In Air": false,
            "In Air Attack": {
                "Animation": "None",
                "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"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "None"
        },
        "Defend": {
            "Can Defend": false,
            "Defend Animation": "None",
            "Can Equip Shield with this Weapon": false,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
            "Is Ranged": false,
            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
                "Single"
            ],
            "Camera Shake Class": "None",
            "Has Recoil": false,
            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
        },
        "Ammo": {
            "Requires Ammo": false,
            "Accepted Ammo": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Aiming": {
            "Has Aim Down Sight": false,
            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
        },
        "Crosshair": {
            "Has Crosshair": false,
            "Crosshair": "None"
        },
        "Reload": {
            "Has Reload": false,
            "Reload Animation": "None",
            "Has automatic reload": false,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Has Manual Reload": 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
        },
        "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
        },
        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": false,
            "Rotate control to locked target": false,
            "Use outliner": false
        },
        "Damage Types": {
            "Damage Type": "None",
            "Use Secondairy Damage Type For Heavy Attack": false,
            "Secondairy Damage Type": "None"
        },
        "IK": {
            "Use IK to Aim": false,
            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
            },
            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
        },
        "Assigned Attributes": {
            "Non-Persistent Attributes": {
                "Values": [],
                "Lookup Map": []
            },
            "Persistent Attributes": {
                "Attributes": [],
                "Lookup Map": []
            },
            "Level Attributes": [],
            "State Effects To Add": {
                "GameplayTags": [],
                "ParentTags": []
            },
            "State Effects To Remove": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Misc Attributes": []
    },
    {
        "Name": "Body_DarkBlack_Masculine",
        "Generic": {
            "Equipment Type": {
                "TagName": "Items.Equipment.Wearable.Example.Body_DarkBlack_Masculine"
            },
            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Body_DarkBlack_Masculine"
            }
        },
        "Equip": {
            "Equipment Actor Class": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Masters/BP_Equipment_LeaderPosed.BP_Equipment_LeaderPosed_C",
            "Do not use equip or unequip animation": true,
            "Equip Animations": {
                "Unequip Animation": "None",
                "Equip Animation from armed": "None",
                "Equip Animation from unarmed": "None"
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            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
            "Visual ammo actor offset": {
                "Location": {
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                    "Y": 0,
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                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
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                    "Y": 1,
                    "Z": 1
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            },
            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Meshes/BrokenDownSkeleton_Manny/Dark_black/SM_Manny_Torso_WithArms_DarkBlack.SM_Manny_Torso_WithArms_DarkBlack",
            "Uses Skeletal Mesh": true,
            "Equip as Master Posed Skeletal Mesh": true,
            "Skeletal Mesh": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Meshes/BrokenDownSkeleton_Manny/Dark_black/SKM_Manny_Torso_WithArms_DarkBlack.SKM_Manny_Torso_WithArms_DarkBlack",
            "Equip at this slot": "Body",
            "Attach at this socket": "Body",
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                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
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                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Secondary Offset": {
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                "Rotation": {
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                    "Roll": 0
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                "Scale": {
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            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
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                "Rotation": {
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                    "Roll": 0
                },
                "Scale": {
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                    "Y": 1,
                    "Z": 1
                }
            },
            "Should check gender before equip": true,
            "Accepted on these Genders": [
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            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
            "Use Right Handed Pickup": false,
            "First Person Gun Socket": {
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                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
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                    "Z": 1
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            },
            "First Person Single Grip": false
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        "Melee": {
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            "Light Attacks": [],
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            "Light Attacks when in motion": [],
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            "Heavy Attacks when in motion": [],
            "Has Combo Multiplier": true,
            "Combo Multipliers": [
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                1.1,
                1.15,
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                1.25
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            "Consumes on attack": true,
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            "Looking Down Pitch": 0,
            "Looking Down Attack": {
                "Animation": "None",
                "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"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
                "Animation": "None",
                "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"
            },
            "Use Camera Z Rotation For Normal Attack": true,
            "Trace Bounds": {
                "X": 75,
                "Y": 75,
                "Z": 75
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            "Can Attack In Air": true,
            "Use Different Attack When In Air": false,
            "In Air Attack": {
                "Animation": "None",
                "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"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "None"
        },
        "Defend": {
            "Can Defend": false,
            "Defend Animation": "None",
            "Can Equip Shield with this Weapon": false,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
            "Is Ranged": false,
            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
                "Single"
            ],
            "Camera Shake Class": "None",
            "Has Recoil": false,
            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
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        "Ammo": {
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            "Accepted Ammo": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Aiming": {
            "Has Aim Down Sight": false,
            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
        },
        "Crosshair": {
            "Has Crosshair": false,
            "Crosshair": "None"
        },
        "Reload": {
            "Has Reload": false,
            "Reload Animation": "None",
            "Has automatic reload": false,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Has Manual Reload": false
        },
        "Projectile": {
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            "Projectile Actor": "None",
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            "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
        },
        "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
        },
        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": false,
            "Rotate control to locked target": false,
            "Use outliner": false
        },
        "Damage Types": {
            "Damage Type": "None",
            "Use Secondairy Damage Type For Heavy Attack": false,
            "Secondairy Damage Type": "None"
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        "IK": {
            "Use IK to Aim": false,
            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
            },
            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
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        "Assigned Attributes": {
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                "Lookup Map": []
            },
            "Persistent Attributes": {
                "Attributes": [],
                "Lookup Map": []
            },
            "Level Attributes": [],
            "State Effects To Add": {
                "GameplayTags": [],
                "ParentTags": []
            },
            "State Effects To Remove": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Misc Attributes": []
    },
    {
        "Name": "Body_DarkRed_Feminine",
        "Generic": {
            "Equipment Type": {
                "TagName": "Items.Equipment.Wearable.Example.Body_DarkRed_Feminine"
            },
            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Body_DarkRed_Feminine"
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        },
        "Equip": {
            "Equipment Actor Class": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Masters/BP_Equipment_LeaderPosed.BP_Equipment_LeaderPosed_C",
            "Do not use equip or unequip animation": true,
            "Equip Animations": {
                "Unequip Animation": "None",
                "Equip Animation from armed": "None",
                "Equip Animation from unarmed": "None"
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            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
            "Visual ammo actor offset": {
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                    "X": 0,
                    "Y": 0,
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                "Rotation": {
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                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
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                    "Z": 1
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            },
            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Meshes/BrokenDownSkeleton_Quinn/Dark_Red/SM_Quinn_TorsoWithArms_DarkRed.SM_Quinn_TorsoWithArms_DarkRed",
            "Uses Skeletal Mesh": true,
            "Equip as Master Posed Skeletal Mesh": true,
            "Skeletal Mesh": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Meshes/BrokenDownSkeleton_Quinn/Dark_Red/SKM_Quinn_TorsoWithArms_DarkRed.SKM_Quinn_TorsoWithArms_DarkRed",
            "Equip at this slot": "Body",
            "Attach at this socket": "Body",
            "Socket Offset": {
                "Location": {
                    "X": 0,
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                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
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                },
                "Scale": {
                    "X": 1,
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            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
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                },
                "Scale": {
                    "X": 1,
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            },
            "Should check gender before equip": true,
            "Accepted on these Genders": [
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            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
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            "First Person Gun Socket": {
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                "Rotation": {
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                },
                "Scale": {
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                    "Z": 1
                }
            },
            "First Person Single Grip": false
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        "Melee": {
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            "Light Attacks": [],
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            "Light Attacks when in motion": [],
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            "Heavy Attacks when in motion": [],
            "Has Combo Multiplier": true,
            "Combo Multipliers": [
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                1.1,
                1.15,
                1.2,
                1.25
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            "Consumes on attack": true,
            "Heavy Attack Consumption": [],
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            "Use Different Attack When Looking Down": false,
            "Looking Down Pitch": 0,
            "Looking Down Attack": {
                "Animation": "None",
                "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"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
                "Animation": "None",
                "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"
            },
            "Use Camera Z Rotation For Normal Attack": true,
            "Trace Bounds": {
                "X": 75,
                "Y": 75,
                "Z": 75
            },
            "Can Attack In Air": true,
            "Use Different Attack When In Air": false,
            "In Air Attack": {
                "Animation": "None",
                "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"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
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                "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,
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                "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
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            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "None"
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        "Defend": {
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            "Defend Animation": "None",
            "Can Equip Shield with this Weapon": false,
            "Animation Layer to use with shield": "None"
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        "Ranged": {
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            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
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            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
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            "Has Recoil Recovery": false,
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            "Accepted Ammo": {
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                "ParentTags": []
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        },
        "Aiming": {
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            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
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        "Crosshair": {
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            "Crosshair": "None"
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            "Reload Animation": "None",
            "Has automatic reload": false,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
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            "Projectile Actor": "None",
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            "Accepted Locking tags": [],
            "Impact Effect": "None",
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            "Sound on activation": "None",
            "Used Ammo instead of weapon as projectile": false,
            "Can Pickup After Ejected": false,
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                "Y": 0,
                "Z": 0
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            "Damage On Impact": false
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        "Throwable": {
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            "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",
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            "Use Projectile Trajectory Prediction": false
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        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": false,
            "Rotate control to locked target": false,
            "Use outliner": false
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        "Damage Types": {
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            "Use Secondairy Damage Type For Heavy Attack": false,
            "Secondairy Damage Type": "None"
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        "IK": {
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            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
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            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
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            "Level Attributes": [],
            "State Effects To Add": {
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                "ParentTags": []
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            "State Effects To Remove": {
                "GameplayTags": [],
                "ParentTags": []
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        },
        "Misc Attributes": []
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    {
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            "Linked Inventory Item": {
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            "Equip Animations": {
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                "Equip Animation from armed": "None",
                "Equip Animation from unarmed": "None"
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            "Dual Wield Socket": "None",
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            "Should check gender before equip": true,
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                "Scale": {
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            "First Person Single Grip": false
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            "Light Attacks when in motion": [],
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            "Heavy Attacks when in motion": [],
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                "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
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            "Use different looking down attack animations when in motion": false,
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                "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
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            "Can Attack In Air": true,
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                "Damage Multiplier": 1,
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            "Hold First Section Until On Ground": false,
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        "Crosshair": {
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            "Crosshair": "None"
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            "Can Charge Throwable?": false,
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            "Can stick to this tag": "(",
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            "Secondairy Damage Type": "None"
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        "Misc Attributes": []
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    {
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            "Linked Inventory Item": {
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                "Equip Animation from armed": "None",
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            "Should check gender before equip": true,
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            "Use different looking down attack animations when in motion": false,
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            "Use different air attack animations when in motion": false,
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            "Hold First Section Until On Ground": false,
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                "ParentTags": []
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            "Crosshair": "None"
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            "Reload Animation": "None",
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        "Throwable": {
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        "Damage Types": {
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            "Secondairy Damage Type": "None"
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        "Misc Attributes": []
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    {
        "Name": "Body_Gray_Masculine",
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            "Linked Inventory Item": {
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        },
        "Equip": {
            "Equipment Actor Class": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Masters/BP_Equipment_LeaderPosed.BP_Equipment_LeaderPosed_C",
            "Do not use equip or unequip animation": true,
            "Equip Animations": {
                "Unequip Animation": "None",
                "Equip Animation from armed": "None",
                "Equip Animation from unarmed": "None"
            },
            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
            "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
                }
            },
            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Meshes/BrokenDownSkeleton_Manny/Default/SM_Manny_Torso_WithArms_Gray.SM_Manny_Torso_WithArms_Gray",
            "Uses Skeletal Mesh": true,
            "Equip as Master Posed Skeletal Mesh": true,
            "Skeletal Mesh": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Meshes/BrokenDownSkeleton_Manny/Default/SKM_Manny_Torso_WithArms_Gray.SKM_Manny_Torso_WithArms_Gray",
            "Equip at this slot": "Body",
            "Attach at this socket": "Body",
            "Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "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
                }
            },
            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
            "Dual Wield Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should check gender before equip": true,
            "Accepted on these Genders": [
                "Masculine"
            ],
            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
            "Use Right Handed Pickup": false,
            "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
                }
            },
            "First Person Single Grip": false
        },
        "Melee": {
            "Has Melee": false,
            "Light Attacks": [],
            "Use different light attack animations when in motion": false,
            "Light Attacks when in motion": [],
            "Heavy Attacks": [],
            "Use different heavy attack animations when in motion": false,
            "Heavy Attacks when in motion": [],
            "Has Combo Multiplier": true,
            "Combo Multipliers": [
                1.05,
                1.1,
                1.15,
                1.2,
                1.25
            ],
            "Consumes on attack": true,
            "Heavy Attack Consumption": [],
            "Light Attack Consumption": [],
            "Use Different Attack When Looking Down": false,
            "Looking Down Pitch": 0,
            "Looking Down Attack": {
                "Animation": "None",
                "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"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
                "Animation": "None",
                "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"
            },
            "Use Camera Z Rotation For Normal Attack": true,
            "Trace Bounds": {
                "X": 75,
                "Y": 75,
                "Z": 75
            },
            "Can Attack In Air": true,
            "Use Different Attack When In Air": false,
            "In Air Attack": {
                "Animation": "None",
                "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"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "None"
        },
        "Defend": {
            "Can Defend": false,
            "Defend Animation": "None",
            "Can Equip Shield with this Weapon": false,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
            "Is Ranged": false,
            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
                "Single"
            ],
            "Camera Shake Class": "None",
            "Has Recoil": false,
            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
        },
        "Ammo": {
            "Requires Ammo": false,
            "Accepted Ammo": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Aiming": {
            "Has Aim Down Sight": false,
            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
        },
        "Crosshair": {
            "Has Crosshair": false,
            "Crosshair": "None"
        },
        "Reload": {
            "Has Reload": false,
            "Reload Animation": "None",
            "Has automatic reload": false,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Has Manual Reload": 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
        },
        "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
        },
        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": false,
            "Rotate control to locked target": false,
            "Use outliner": false
        },
        "Damage Types": {
            "Damage Type": "None",
            "Use Secondairy Damage Type For Heavy Attack": false,
            "Secondairy Damage Type": "None"
        },
        "IK": {
            "Use IK to Aim": false,
            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
            },
            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
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        "Assigned Attributes": {
            "Non-Persistent Attributes": {
                "Values": [],
                "Lookup Map": []
            },
            "Persistent Attributes": {
                "Attributes": [],
                "Lookup Map": []
            },
            "Level Attributes": [],
            "State Effects To Add": {
                "GameplayTags": [],
                "ParentTags": []
            },
            "State Effects To Remove": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Misc Attributes": []
    },
    {
        "Name": "Building_Plan",
        "Generic": {
            "Equipment Type": {
                "TagName": "Items.Equipment.Building.Building Blueprint.Building_Plan"
            },
            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Building_Plan"
            }
        },
        "Equip": {
            "Equipment Actor Class": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Masters/BP_Equipment_Base.BP_Equipment_Base_C",
            "Do not use equip or unequip animation": false,
            "Equip Animations": {
                "Unequip Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Actions/AM_MM_Generic_Unequip.AM_MM_Generic_Unequip",
                "Equip Animation from armed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic",
                "Equip Animation from unarmed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic"
            },
            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
            "Visual ammo actor offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
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                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "/Game/Hyper/ResourcePack/Tools/Building_Plan/SM_Building_plan.SM_Building_plan",
            "Uses Skeletal Mesh": false,
            "Equip as Master Posed Skeletal Mesh": false,
            "Skeletal Mesh": "None",
            "Equip at this slot": "Primary Weapon",
            "Attach at this socket": "weapon_l",
            "Socket Offset": {
                "Location": {
                    "X": 6,
                    "Y": -1,
                    "Z": -10
                },
                "Rotation": {
                    "Pitch": 80,
                    "Yaw": -90,
                    "Roll": 0
                },
                "Scale": {
                    "X": 0.75,
                    "Y": 0.75,
                    "Z": 0.75
                }
            },
            "Secondary Offset": {
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                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
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                "Location": {
                    "X": 0,
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                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should check gender before equip": false,
            "Accepted on these Genders": [],
            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
            "Use Right Handed Pickup": false,
            "First Person Gun Socket": {
                "Location": {
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                    "Z": 0
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                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
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                    "Z": 1
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            },
            "First Person Single Grip": false
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        "Melee": {
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            "Light Attacks": [],
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            "Light Attacks when in motion": [],
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            "Use different heavy attack animations when in motion": false,
            "Heavy Attacks when in motion": [],
            "Has Combo Multiplier": true,
            "Combo Multipliers": [
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                1.1,
                1.15,
                1.2,
                1.25
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            "Consumes on attack": true,
            "Heavy Attack Consumption": [],
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            "Looking Down Pitch": 0,
            "Looking Down Attack": {
                "Animation": "None",
                "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"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
                "Animation": "None",
                "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"
            },
            "Use Camera Z Rotation For Normal Attack": true,
            "Trace Bounds": {
                "X": 75,
                "Y": 75,
                "Z": 75
            },
            "Can Attack In Air": true,
            "Use Different Attack When In Air": false,
            "In Air Attack": {
                "Animation": "None",
                "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"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "None"
        },
        "Defend": {
            "Can Defend": false,
            "Defend Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Block/Anim_Sword_Block.Anim_Sword_Block",
            "Can Equip Shield with this Weapon": false,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
            "Is Ranged": false,
            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
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            ],
            "Camera Shake Class": "None",
            "Has Recoil": false,
            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
        },
        "Ammo": {
            "Requires Ammo": false,
            "Accepted Ammo": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Aiming": {
            "Has Aim Down Sight": false,
            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
        },
        "Crosshair": {
            "Has Crosshair": false,
            "Crosshair": "None"
        },
        "Reload": {
            "Has Reload": false,
            "Reload Animation": "None",
            "Has automatic reload": false,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Has Manual Reload": 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
        },
        "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
        },
        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": true,
            "Rotate control to locked target": true,
            "Use outliner": true
        },
        "Damage Types": {
            "Damage Type": "None",
            "Use Secondairy Damage Type For Heavy Attack": false,
            "Secondairy Damage Type": "None"
        },
        "IK": {
            "Use IK to Aim": false,
            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
            },
            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
        },
        "Assigned Attributes": {
            "Non-Persistent Attributes": {
                "Values": [],
                "Lookup Map": []
            },
            "Persistent Attributes": {
                "Attributes": [],
                "Lookup Map": []
            },
            "Level Attributes": [],
            "State Effects To Add": {
                "GameplayTags": [],
                "ParentTags": []
            },
            "State Effects To Remove": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Misc Attributes": []
    },
    {
        "Name": "Cowboy_Hat",
        "Generic": {
            "Equipment Type": {
                "TagName": "Items.Equipment.Wearable.Cowboy_Hat"
            },
            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Cowboy_Hat"
            }
        },
        "Equip": {
            "Equipment Actor Class": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Masters/BP_Equipment_Base.BP_Equipment_Base_C",
            "Do not use equip or unequip animation": true,
            "Equip Animations": {
                "Unequip Animation": "None",
                "Equip Animation from armed": "None",
                "Equip Animation from unarmed": "None"
            },
            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
            "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
                }
            },
            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "/Game/Hyper/ResourcePack/Equipment/Cowboy_Hat/Mesh/SM_Cowboy_Hat.SM_Cowboy_Hat",
            "Uses Skeletal Mesh": false,
            "Equip as Master Posed Skeletal Mesh": false,
            "Skeletal Mesh": "None",
            "Equip at this slot": "Head",
            "Attach at this socket": "Head",
            "Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Secondary Offset": {
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                    "X": 0,
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                },
                "Rotation": {
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                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
            "Dual Wield Socket Offset": {
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                    "Z": 0
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                "Rotation": {
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                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should check gender before equip": false,
            "Accepted on these Genders": [],
            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
            "Use Right Handed Pickup": false,
            "First Person Gun Socket": {
                "Location": {
                    "X": 0,
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                },
                "Rotation": {
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                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "First Person Single Grip": false
        },
        "Melee": {
            "Has Melee": false,
            "Light Attacks": [],
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            "Light Attacks when in motion": [],
            "Heavy Attacks": [],
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            "Heavy Attacks when in motion": [],
            "Has Combo Multiplier": true,
            "Combo Multipliers": [
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                1.15,
                1.2,
                1.25
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            "Consumes on attack": true,
            "Heavy Attack Consumption": [],
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            "Use Different Attack When Looking Down": false,
            "Looking Down Pitch": 0,
            "Looking Down Attack": {
                "Animation": "None",
                "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"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
                "Animation": "None",
                "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"
            },
            "Use Camera Z Rotation For Normal Attack": true,
            "Trace Bounds": {
                "X": 75,
                "Y": 75,
                "Z": 75
            },
            "Can Attack In Air": true,
            "Use Different Attack When In Air": false,
            "In Air Attack": {
                "Animation": "None",
                "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"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "None"
        },
        "Defend": {
            "Can Defend": false,
            "Defend Animation": "None",
            "Can Equip Shield with this Weapon": false,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
            "Is Ranged": false,
            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
                "Single"
            ],
            "Camera Shake Class": "None",
            "Has Recoil": false,
            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
        },
        "Ammo": {
            "Requires Ammo": false,
            "Accepted Ammo": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Aiming": {
            "Has Aim Down Sight": false,
            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
        },
        "Crosshair": {
            "Has Crosshair": false,
            "Crosshair": "None"
        },
        "Reload": {
            "Has Reload": false,
            "Reload Animation": "None",
            "Has automatic reload": false,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Has Manual Reload": 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
        },
        "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
        },
        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": false,
            "Rotate control to locked target": false,
            "Use outliner": false
        },
        "Damage Types": {
            "Damage Type": "None",
            "Use Secondairy Damage Type For Heavy Attack": false,
            "Secondairy Damage Type": "None"
        },
        "IK": {
            "Use IK to Aim": false,
            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
            },
            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
        },
        "Assigned Attributes": {
            "Non-Persistent Attributes": {
                "Values": [],
                "Lookup Map": []
            },
            "Persistent Attributes": {
                "Attributes": [],
                "Lookup Map": []
            },
            "Level Attributes": [],
            "State Effects To Add": {
                "GameplayTags": [],
                "ParentTags": []
            },
            "State Effects To Remove": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Misc Attributes": []
    },
    {
        "Name": "Epic_Dual_Light_Swords",
        "Generic": {
            "Equipment Type": {
                "TagName": "Items.Equipment.Melee.Dual Light Melee.Epic_Dual_Light_Swords"
            },
            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Epic_Dual_Light_Swords"
            }
        },
        "Equip": {
            "Equipment Actor Class": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Masters/BP_Equipment_Melee.BP_Equipment_Melee_C",
            "Do not use equip or unequip animation": false,
            "Equip Animations": {
                "Unequip Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Actions/AM_MM_Generic_Unequip.AM_MM_Generic_Unequip",
                "Equip Animation from armed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic",
                "Equip Animation from unarmed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic"
            },
            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
            "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
                }
            },
            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "/Game/Hyper/ResourcePack/Weapons/Swords/Light_Epic/Mesh/SM_Sword_Light_Epic.SM_Sword_Light_Epic",
            "Uses Skeletal Mesh": false,
            "Equip as Master Posed Skeletal Mesh": false,
            "Skeletal Mesh": "None",
            "Equip at this slot": "Primary Weapon",
            "Attach at this socket": "weapon_r",
            "Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": -180,
                    "Yaw": 0,
                    "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
                }
            },
            "Is Dual Wield": true,
            "Dual Wield Socket": "weapon_l",
            "Dual Wield Socket Offset": {
                "Location": {
                    "X": 5,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should check gender before equip": false,
            "Accepted on these Genders": [],
            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
            "Use Right Handed Pickup": false,
            "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
                }
            },
            "First Person Single Grip": false
        },
        "Melee": {
            "Has Melee": true,
            "Light Attacks": [
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword_Light_Dual/Attack/AM_Sword_Light_Dual_Attack_Break_A_Montage.AM_Sword_Light_Dual_Attack_Break_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/Sword_Light_Dual/Attack/AM_Sword_Light_Dual_Attack01_Montage.AM_Sword_Light_Dual_Attack01_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": "/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"
                }
            ],
            "Use different light attack animations when in motion": true,
            "Light Attacks when in motion": [
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword_Light_Dual/Attack/AM_Sword_Light_Dual_Attack_Break_A_Montage_Upperbody.AM_Sword_Light_Dual_Attack_Break_A_Montage_Upperbody",
                    "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": 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/Sword_Light_Dual/Attack/AM_Sword_Light_Dual_Attack01_Montage_Upperbody.AM_Sword_Light_Dual_Attack01_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": [
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword_Light_Dual/Attack/AM_Sword_Light_Dual_Attack_Break_C_Montage.AM_Sword_Light_Dual_Attack_Break_C_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": "None",
                    "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
                },
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword_Light_Dual/Attack/AM_Sword_Light_Dual_Attack01_Montage.AM_Sword_Light_Dual_Attack01_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": 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"
                }
            ],
            "Use different heavy attack animations when in motion": false,
            "Heavy Attacks when in motion": [
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword_Light_Dual/Attack/AM_Sword_Light_Dual_Attack01_Montage_Upperbody.AM_Sword_Light_Dual_Attack01_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"
                }
            ],
            "Has Combo Multiplier": true,
            "Combo Multipliers": [
                1.05,
                1.1,
                1.15,
                1.2,
                1.25
            ],
            "Consumes on attack": true,
            "Heavy Attack Consumption": [],
            "Light Attack Consumption": [],
            "Use Different Attack When Looking Down": false,
            "Looking Down Pitch": 0,
            "Looking Down Attack": {
                "Animation": "None",
                "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"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
                "Animation": "None",
                "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"
            },
            "Use Camera Z Rotation For Normal Attack": true,
            "Trace Bounds": {
                "X": 75,
                "Y": 75,
                "Z": 75
            },
            "Can Attack In Air": true,
            "Use Different Attack When In Air": false,
            "In Air Attack": {
                "Animation": "None",
                "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"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "/Game/Hyper/Core/Equipment_Manager/Datamodel/DataAssets/DA_Surface_Sounds_Base.DA_Surface_Sounds_Base"
        },
        "Defend": {
            "Can Defend": true,
            "Defend Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Block/Anim_Sword_Block.Anim_Sword_Block",
            "Can Equip Shield with this Weapon": false,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
            "Is Ranged": false,
            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
                "Single"
            ],
            "Camera Shake Class": "None",
            "Has Recoil": false,
            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
        },
        "Ammo": {
            "Requires Ammo": false,
            "Accepted Ammo": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Aiming": {
            "Has Aim Down Sight": false,
            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
        },
        "Crosshair": {
            "Has Crosshair": false,
            "Crosshair": "None"
        },
        "Reload": {
            "Has Reload": false,
            "Reload Animation": "None",
            "Has automatic reload": false,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Has Manual Reload": 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
        },
        "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
        },
        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": true,
            "Rotate control to locked target": false,
            "Use outliner": 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"
        },
        "IK": {
            "Use IK to Aim": false,
            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
            },
            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
        },
        "Assigned Attributes": {
            "Non-Persistent Attributes": {
                "Values": [],
                "Lookup Map": []
            },
            "Persistent Attributes": {
                "Attributes": [
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Generic.Base Damage"
                        },
                        "Attribute": {
                            "Base": 21,
                            "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": []
    },
    {
        "Name": "Epic_Staff",
        "Generic": {
            "Equipment Type": {
                "TagName": "Items.Equipment.Melee.Staff.Epic_Staff"
            },
            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Epic_Staff"
            }
        },
        "Equip": {
            "Equipment Actor Class": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Masters/BP_Equipment_Melee.BP_Equipment_Melee_C",
            "Do not use equip or unequip animation": false,
            "Equip Animations": {
                "Unequip Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Actions/AM_MM_Generic_Unequip.AM_MM_Generic_Unequip",
                "Equip Animation from armed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic",
                "Equip Animation from unarmed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic"
            },
            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
            "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
                }
            },
            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "/Game/Hyper/ResourcePack/Weapons/Staff/Epic/Mesh/SM_Staff_Epic.SM_Staff_Epic",
            "Uses Skeletal Mesh": false,
            "Equip as Master Posed Skeletal Mesh": false,
            "Skeletal Mesh": "None",
            "Equip at this slot": "Primary Weapon",
            "Attach at this socket": "weapon_r",
            "Socket Offset": {
                "Location": {
                    "X": 1,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 90,
                    "Yaw": 0,
                    "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
                }
            },
            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
            "Dual Wield Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should check gender before equip": false,
            "Accepted on these Genders": [],
            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
            "Use Right Handed Pickup": false,
            "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
                }
            },
            "First Person Single Grip": false
        },
        "Melee": {
            "Has Melee": true,
            "Light Attacks": [
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Staff/Melee/AM_Staff_Primary_Melee_A_Slow_Montage.AM_Staff_Primary_Melee_A_Slow_Montage",
                    "Percentage Required to be played before being able to start next attack": 0.35,
                    "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/Staff/Melee/AM_Staff_Primary_Melee_B_Slow_Montage.AM_Staff_Primary_Melee_B_Slow_Montage",
                    "Percentage Required to be played before being able to start next attack": 0.35,
                    "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/Staff/Melee/AM_Staff_Primary_Melee_C_Slow_Montage.AM_Staff_Primary_Melee_C_Slow_Montage",
                    "Percentage Required to be played before being able to start next attack": 0.35,
                    "Use Time between attack instead of animation Time": false,
                    "Time between attack": 0.6,
                    "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"
                }
            ],
            "Use different light attack animations when in motion": true,
            "Light Attacks when in motion": [
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Staff/Melee/AM_Staff_Primary_Melee_A_Slow_Montage_Upperbody.AM_Staff_Primary_Melee_A_Slow_Montage_Upperbody",
                    "Percentage Required to be played before being able to start next attack": 0.35,
                    "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/Staff/Melee/AM_Staff_Primary_Melee_B_Slow_Montage_Upperbody.AM_Staff_Primary_Melee_B_Slow_Montage_Upperbody",
                    "Percentage Required to be played before being able to start next attack": 0.35,
                    "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/Staff/Melee/AM_Staff_Primary_Melee_C_Slow_Montage_Upperbody.AM_Staff_Primary_Melee_C_Slow_Montage_Upperbody",
                    "Percentage Required to be played before being able to start next attack": 0.35,
                    "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": [
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Staff/Melee/AM_Staff_Primary_Melee_D_Slow_Montage.AM_Staff_Primary_Melee_D_Slow_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": 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"
                },
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Blade/Attack/AM_Blade_Melee_B_Montage.AM_Blade_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": 1,
                    "Damage Multiplier": -1,
                    "Time Dilation": "None",
                    "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
                }
            ],
            "Use different heavy attack animations when in motion": false,
            "Heavy Attacks when in motion": [],
            "Has Combo Multiplier": true,
            "Combo Multipliers": [
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                1.1,
                1.15,
                1.2,
                1.25
            ],
            "Consumes on attack": true,
            "Heavy Attack Consumption": [],
            "Light Attack Consumption": [],
            "Use Different Attack When Looking Down": false,
            "Looking Down Pitch": 0,
            "Looking Down Attack": {
                "Animation": "None",
                "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"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
                "Animation": "None",
                "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"
            },
            "Use Camera Z Rotation For Normal Attack": true,
            "Trace Bounds": {
                "X": 100,
                "Y": 75,
                "Z": 75
            },
            "Can Attack In Air": true,
            "Use Different Attack When In Air": false,
            "In Air Attack": {
                "Animation": "None",
                "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"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "/Game/Hyper/Core/Equipment_Manager/Datamodel/DataAssets/DA_Surface_Sounds_Blunt.DA_Surface_Sounds_Blunt"
        },
        "Defend": {
            "Can Defend": true,
            "Defend Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Block/Anim_Sword_Block.Anim_Sword_Block",
            "Can Equip Shield with this Weapon": false,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
            "Is Ranged": false,
            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
                "Single"
            ],
            "Camera Shake Class": "None",
            "Has Recoil": false,
            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
        },
        "Ammo": {
            "Requires Ammo": false,
            "Accepted Ammo": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Aiming": {
            "Has Aim Down Sight": false,
            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
        },
        "Crosshair": {
            "Has Crosshair": false,
            "Crosshair": "None"
        },
        "Reload": {
            "Has Reload": false,
            "Reload Animation": "None",
            "Has automatic reload": false,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Has Manual Reload": 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
        },
        "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
        },
        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": true,
            "Rotate control to locked target": false,
            "Use outliner": 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"
        },
        "IK": {
            "Use IK to Aim": false,
            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
            },
            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
        },
        "Assigned Attributes": {
            "Non-Persistent Attributes": {
                "Values": [],
                "Lookup Map": []
            },
            "Persistent Attributes": {
                "Attributes": [
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Generic.Base Damage"
                        },
                        "Attribute": {
                            "Base": 32,
                            "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": []
    },
    {
        "Name": "Epic_Sword",
        "Generic": {
            "Equipment Type": {
                "TagName": "Items.Equipment.Melee.Sword.Epic_Sword"
            },
            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Epic_Sword"
            }
        },
        "Equip": {
            "Equipment Actor Class": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Masters/BP_Equipment_Melee.BP_Equipment_Melee_C",
            "Do not use equip or unequip animation": false,
            "Equip Animations": {
                "Unequip Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Actions/AM_MM_Generic_Unequip.AM_MM_Generic_Unequip",
                "Equip Animation from armed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic",
                "Equip Animation from unarmed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic"
            },
            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
            "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
                }
            },
            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "/Game/Hyper/ResourcePack/Weapons/Swords/Light_Epic/Mesh/SM_Sword_Light_Epic.SM_Sword_Light_Epic",
            "Uses Skeletal Mesh": false,
            "Equip as Master Posed Skeletal Mesh": false,
            "Skeletal Mesh": "None",
            "Equip at this slot": "Primary Weapon",
            "Attach at this socket": "weapon_r",
            "Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "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
                }
            },
            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
            "Dual Wield Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should check gender before equip": false,
            "Accepted on these Genders": [],
            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
            "Use Right Handed Pickup": false,
            "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
                }
            },
            "First Person Single Grip": false
        },
        "Melee": {
            "Has Melee": true,
            "Light Attacks": [
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Attack/AM_Sword_Attack_A_Med_Montage.AM_Sword_Attack_A_Med_Montage",
                    "Percentage Required to be played before being able to start next attack": 0.4,
                    "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/Sword/Attack/AM_Sword_Attack_B_Med_Montage.AM_Sword_Attack_B_Med_Montage",
                    "Percentage Required to be played before being able to start next attack": 0.4,
                    "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/Sword/Attack/AM_Sword_Attack_C_Med_Montage.AM_Sword_Attack_C_Med_Montage",
                    "Percentage Required to be played before being able to start next attack": 0.4,
                    "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/Sword/Attack/AM_Sword_Attack_D_Med_Montage.AM_Sword_Attack_D_Med_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"
                }
            ],
            "Use different light attack animations when in motion": true,
            "Light Attacks when in motion": [
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Attack/AM_Sword_Attack_A_Med_Montage_Upperbody.AM_Sword_Attack_A_Med_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/Sword/Attack/AM_Sword_Attack_B_Med_Montage_Upperbody.AM_Sword_Attack_B_Med_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/Sword/Attack/AM_Sword_Attack_C_Med_Montage_Upperbody.AM_Sword_Attack_C_Med_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/Sword/Attack/AM_Sword_Attack_D_Med_Montage_Upperbody.AM_Sword_Attack_D_Med_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": [
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Ability/AM_Sword_Ability_R_Montage.AM_Sword_Ability_R_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": 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/Sword/Ability/AM_Sword_Ability_E_Montage.AM_Sword_Ability_E_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"
                }
            ],
            "Use different heavy attack animations when in motion": false,
            "Heavy Attacks when in motion": [
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Ability/AM_Sword_Ability_R_Montage_Upperbody.AM_Sword_Ability_R_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/Sword/Ability/AM_Sword_Ability_E_Montage_Upperbody.AM_Sword_Ability_E_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"
                }
            ],
            "Has Combo Multiplier": true,
            "Combo Multipliers": [
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                1.1,
                1.15,
                1.2,
                1.25
            ],
            "Consumes on attack": true,
            "Heavy Attack Consumption": [],
            "Light Attack Consumption": [],
            "Use Different Attack When Looking Down": false,
            "Looking Down Pitch": 0,
            "Looking Down Attack": {
                "Animation": "None",
                "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"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
                "Animation": "None",
                "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"
            },
            "Use Camera Z Rotation For Normal Attack": true,
            "Trace Bounds": {
                "X": 75,
                "Y": 75,
                "Z": 75
            },
            "Can Attack In Air": true,
            "Use Different Attack When In Air": false,
            "In Air Attack": {
                "Animation": "None",
                "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"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "/Game/Hyper/Core/Equipment_Manager/Datamodel/DataAssets/DA_Surface_Sounds_Base.DA_Surface_Sounds_Base"
        },
        "Defend": {
            "Can Defend": true,
            "Defend Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Block/Anim_Sword_Block.Anim_Sword_Block",
            "Can Equip Shield with this Weapon": true,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
            "Is Ranged": false,
            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
                "Single"
            ],
            "Camera Shake Class": "None",
            "Has Recoil": false,
            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
        },
        "Ammo": {
            "Requires Ammo": false,
            "Accepted Ammo": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Aiming": {
            "Has Aim Down Sight": false,
            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
        },
        "Crosshair": {
            "Has Crosshair": false,
            "Crosshair": "None"
        },
        "Reload": {
            "Has Reload": false,
            "Reload Animation": "None",
            "Has automatic reload": false,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Has Manual Reload": 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
        },
        "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
        },
        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": true,
            "Rotate control to locked target": true,
            "Use outliner": true
        },
        "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"
        },
        "IK": {
            "Use IK to Aim": false,
            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
            },
            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
        },
        "Assigned Attributes": {
            "Non-Persistent Attributes": {
                "Values": [],
                "Lookup Map": []
            },
            "Persistent Attributes": {
                "Attributes": [
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Generic.Base Damage"
                        },
                        "Attribute": {
                            "Base": 35,
                            "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": []
    },
    {
        "Name": "Feet_DarkBlack_Feminine",
        "Generic": {
            "Equipment Type": {
                "TagName": "Items.Equipment.Wearable.Example.Feet_DarkBlack_Feminine"
            },
            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Feet_DarkBlack_Feminine"
            }
        },
        "Equip": {
            "Equipment Actor Class": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Masters/BP_Equipment_LeaderPosed.BP_Equipment_LeaderPosed_C",
            "Do not use equip or unequip animation": true,
            "Equip Animations": {
                "Unequip Animation": "None",
                "Equip Animation from armed": "None",
                "Equip Animation from unarmed": "None"
            },
            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
            "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
                }
            },
            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Meshes/BrokenDownSkeleton_Quinn/Dark_Black/SM_Quinn_Feet_DarkBlack.SM_Quinn_Feet_DarkBlack",
            "Uses Skeletal Mesh": true,
            "Equip as Master Posed Skeletal Mesh": true,
            "Skeletal Mesh": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Meshes/BrokenDownSkeleton_Quinn/Dark_Black/SKM_Quinn_Feet_DarkBlack.SKM_Quinn_Feet_DarkBlack",
            "Equip at this slot": "Feet",
            "Attach at this socket": "Body",
            "Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "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
                }
            },
            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
            "Dual Wield Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should check gender before equip": true,
            "Accepted on these Genders": [
                "Feminine"
            ],
            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
            "Use Right Handed Pickup": false,
            "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
                }
            },
            "First Person Single Grip": false
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        "Melee": {
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            "Light Attacks": [],
            "Use different light attack animations when in motion": false,
            "Light Attacks when in motion": [],
            "Heavy Attacks": [],
            "Use different heavy attack animations when in motion": false,
            "Heavy Attacks when in motion": [],
            "Has Combo Multiplier": true,
            "Combo Multipliers": [
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                1.1,
                1.15,
                1.2,
                1.25
            ],
            "Consumes on attack": true,
            "Heavy Attack Consumption": [],
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            "Use Different Attack When Looking Down": false,
            "Looking Down Pitch": 0,
            "Looking Down Attack": {
                "Animation": "None",
                "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"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
                "Animation": "None",
                "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"
            },
            "Use Camera Z Rotation For Normal Attack": true,
            "Trace Bounds": {
                "X": 75,
                "Y": 75,
                "Z": 75
            },
            "Can Attack In Air": true,
            "Use Different Attack When In Air": false,
            "In Air Attack": {
                "Animation": "None",
                "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"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "None"
        },
        "Defend": {
            "Can Defend": false,
            "Defend Animation": "None",
            "Can Equip Shield with this Weapon": false,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
            "Is Ranged": false,
            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
                "Single"
            ],
            "Camera Shake Class": "None",
            "Has Recoil": false,
            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
        },
        "Ammo": {
            "Requires Ammo": false,
            "Accepted Ammo": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Aiming": {
            "Has Aim Down Sight": false,
            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
        },
        "Crosshair": {
            "Has Crosshair": false,
            "Crosshair": "None"
        },
        "Reload": {
            "Has Reload": false,
            "Reload Animation": "None",
            "Has automatic reload": false,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Has Manual Reload": false
        },
        "Projectile": {
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            "Projectile Actor": "None",
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            "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
        },
        "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
        },
        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": false,
            "Rotate control to locked target": false,
            "Use outliner": false
        },
        "Damage Types": {
            "Damage Type": "None",
            "Use Secondairy Damage Type For Heavy Attack": false,
            "Secondairy Damage Type": "None"
        },
        "IK": {
            "Use IK to Aim": false,
            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
            },
            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
        },
        "Assigned Attributes": {
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                "Values": [],
                "Lookup Map": []
            },
            "Persistent Attributes": {
                "Attributes": [],
                "Lookup Map": []
            },
            "Level Attributes": [],
            "State Effects To Add": {
                "GameplayTags": [],
                "ParentTags": []
            },
            "State Effects To Remove": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Misc Attributes": []
    },
    {
        "Name": "Feet_DarkBlack_Masculine",
        "Generic": {
            "Equipment Type": {
                "TagName": "Items.Equipment.Wearable.Example.Feet_DarkBlack_Masculine"
            },
            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Feet_DarkBlack_Masculine"
            }
        },
        "Equip": {
            "Equipment Actor Class": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Masters/BP_Equipment_LeaderPosed.BP_Equipment_LeaderPosed_C",
            "Do not use equip or unequip animation": true,
            "Equip Animations": {
                "Unequip Animation": "None",
                "Equip Animation from armed": "None",
                "Equip Animation from unarmed": "None"
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            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
            "Visual ammo actor offset": {
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                    "Y": 0,
                    "Z": 0
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                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
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            },
            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Meshes/BrokenDownSkeleton_Manny/Dark_black/SM_Manny_Feet_DarkBlack.SM_Manny_Feet_DarkBlack",
            "Uses Skeletal Mesh": true,
            "Equip as Master Posed Skeletal Mesh": true,
            "Skeletal Mesh": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Meshes/BrokenDownSkeleton_Manny/Dark_black/SKM_Manny_Feet_DarkBlack.SKM_Manny_Feet_DarkBlack",
            "Equip at this slot": "Feet",
            "Attach at this socket": "Body",
            "Socket Offset": {
                "Location": {
                    "X": 0,
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                    "Z": 0
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                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Secondary Offset": {
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                    "Z": 0
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                "Rotation": {
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                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
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            },
            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
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                "Rotation": {
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                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should check gender before equip": true,
            "Accepted on these Genders": [
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            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
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            "First Person Gun Socket": {
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                "Rotation": {
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                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "First Person Single Grip": false
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        "Melee": {
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            "Light Attacks": [],
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            "Light Attacks when in motion": [],
            "Heavy Attacks": [],
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            "Heavy Attacks when in motion": [],
            "Has Combo Multiplier": true,
            "Combo Multipliers": [
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                1.1,
                1.15,
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                1.25
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            "Consumes on attack": true,
            "Heavy Attack Consumption": [],
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            "Use Different Attack When Looking Down": false,
            "Looking Down Pitch": 0,
            "Looking Down Attack": {
                "Animation": "None",
                "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"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
                "Animation": "None",
                "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"
            },
            "Use Camera Z Rotation For Normal Attack": true,
            "Trace Bounds": {
                "X": 75,
                "Y": 75,
                "Z": 75
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            "Can Attack In Air": true,
            "Use Different Attack When In Air": false,
            "In Air Attack": {
                "Animation": "None",
                "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"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "None"
        },
        "Defend": {
            "Can Defend": false,
            "Defend Animation": "None",
            "Can Equip Shield with this Weapon": false,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
            "Is Ranged": false,
            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
                "Single"
            ],
            "Camera Shake Class": "None",
            "Has Recoil": false,
            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
        },
        "Ammo": {
            "Requires Ammo": false,
            "Accepted Ammo": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Aiming": {
            "Has Aim Down Sight": false,
            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
        },
        "Crosshair": {
            "Has Crosshair": false,
            "Crosshair": "None"
        },
        "Reload": {
            "Has Reload": false,
            "Reload Animation": "None",
            "Has automatic reload": false,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Has Manual Reload": 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
        },
        "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
        },
        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": false,
            "Rotate control to locked target": false,
            "Use outliner": false
        },
        "Damage Types": {
            "Damage Type": "None",
            "Use Secondairy Damage Type For Heavy Attack": false,
            "Secondairy Damage Type": "None"
        },
        "IK": {
            "Use IK to Aim": false,
            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
            },
            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
        },
        "Assigned Attributes": {
            "Non-Persistent Attributes": {
                "Values": [],
                "Lookup Map": []
            },
            "Persistent Attributes": {
                "Attributes": [],
                "Lookup Map": []
            },
            "Level Attributes": [],
            "State Effects To Add": {
                "GameplayTags": [],
                "ParentTags": []
            },
            "State Effects To Remove": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Misc Attributes": []
    },
    {
        "Name": "Feet_DarkRed_Feminine",
        "Generic": {
            "Equipment Type": {
                "TagName": "Items.Equipment.Wearable.Example.Feet_DarkRed_Feminine"
            },
            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Feet_DarkRed_Feminine"
            }
        },
        "Equip": {
            "Equipment Actor Class": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Masters/BP_Equipment_LeaderPosed.BP_Equipment_LeaderPosed_C",
            "Do not use equip or unequip animation": true,
            "Equip Animations": {
                "Unequip Animation": "None",
                "Equip Animation from armed": "None",
                "Equip Animation from unarmed": "None"
            },
            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
            "Visual ammo actor offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
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                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Meshes/BrokenDownSkeleton_Quinn/Dark_Red/SM_Quinn_Feet_DarkRed.SM_Quinn_Feet_DarkRed",
            "Uses Skeletal Mesh": true,
            "Equip as Master Posed Skeletal Mesh": true,
            "Skeletal Mesh": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Meshes/BrokenDownSkeleton_Quinn/Dark_Red/SKM_Quinn_Feet_DarkRed.SKM_Quinn_Feet_DarkRed",
            "Equip at this slot": "Feet",
            "Attach at this socket": "Body",
            "Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
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                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Secondary Offset": {
                "Location": {
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                    "Y": 0,
                    "Z": 0
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                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
            "Dual Wield Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should check gender before equip": true,
            "Accepted on these Genders": [
                "Feminine"
            ],
            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
            "Use Right Handed Pickup": false,
            "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
                }
            },
            "First Person Single Grip": false
        },
        "Melee": {
            "Has Melee": false,
            "Light Attacks": [],
            "Use different light attack animations when in motion": false,
            "Light Attacks when in motion": [],
            "Heavy Attacks": [],
            "Use different heavy attack animations when in motion": false,
            "Heavy Attacks when in motion": [],
            "Has Combo Multiplier": true,
            "Combo Multipliers": [
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                1.1,
                1.15,
                1.2,
                1.25
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            "Consumes on attack": true,
            "Heavy Attack Consumption": [],
            "Light Attack Consumption": [],
            "Use Different Attack When Looking Down": false,
            "Looking Down Pitch": 0,
            "Looking Down Attack": {
                "Animation": "None",
                "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"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
                "Animation": "None",
                "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"
            },
            "Use Camera Z Rotation For Normal Attack": true,
            "Trace Bounds": {
                "X": 75,
                "Y": 75,
                "Z": 75
            },
            "Can Attack In Air": true,
            "Use Different Attack When In Air": false,
            "In Air Attack": {
                "Animation": "None",
                "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"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "None"
        },
        "Defend": {
            "Can Defend": false,
            "Defend Animation": "None",
            "Can Equip Shield with this Weapon": false,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
            "Is Ranged": false,
            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
                "Single"
            ],
            "Camera Shake Class": "None",
            "Has Recoil": false,
            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
        },
        "Ammo": {
            "Requires Ammo": false,
            "Accepted Ammo": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Aiming": {
            "Has Aim Down Sight": false,
            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
        },
        "Crosshair": {
            "Has Crosshair": false,
            "Crosshair": "None"
        },
        "Reload": {
            "Has Reload": false,
            "Reload Animation": "None",
            "Has automatic reload": false,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Has Manual Reload": 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
        },
        "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
        },
        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": false,
            "Rotate control to locked target": false,
            "Use outliner": false
        },
        "Damage Types": {
            "Damage Type": "None",
            "Use Secondairy Damage Type For Heavy Attack": false,
            "Secondairy Damage Type": "None"
        },
        "IK": {
            "Use IK to Aim": false,
            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
            },
            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
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        "Assigned Attributes": {
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                "Values": [],
                "Lookup Map": []
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            "Persistent Attributes": {
                "Attributes": [],
                "Lookup Map": []
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            "Level Attributes": [],
            "State Effects To Add": {
                "GameplayTags": [],
                "ParentTags": []
            },
            "State Effects To Remove": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Misc Attributes": []
    },
    {
        "Name": "Feet_DarkRed_Masculine",
        "Generic": {
            "Equipment Type": {
                "TagName": "Items.Equipment.Wearable.Example.Feet_DarkRed_Masculine"
            },
            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Feet_DarkRed_Masculine"
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        },
        "Equip": {
            "Equipment Actor Class": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Masters/BP_Equipment_LeaderPosed.BP_Equipment_LeaderPosed_C",
            "Do not use equip or unequip animation": true,
            "Equip Animations": {
                "Unequip Animation": "None",
                "Equip Animation from armed": "None",
                "Equip Animation from unarmed": "None"
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            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
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                    "Y": 0,
                    "Z": 0
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                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
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                    "Z": 1
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            },
            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Meshes/BrokenDownSkeleton_Manny/Dark_Red/SM_Manny_Feet_DarkRed.SM_Manny_Feet_DarkRed",
            "Uses Skeletal Mesh": true,
            "Equip as Master Posed Skeletal Mesh": true,
            "Skeletal Mesh": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Meshes/BrokenDownSkeleton_Manny/Dark_Red/SKM_Manny_Feet_DarkRed.SKM_Manny_Feet_DarkRed",
            "Equip at this slot": "Feet",
            "Attach at this socket": "Body",
            "Socket Offset": {
                "Location": {
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                "Rotation": {
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                    "Yaw": 0,
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                "Scale": {
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                    "Z": 1
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            "Secondary Offset": {
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                "Rotation": {
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                    "Roll": 0
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                "Scale": {
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                    "Z": 1
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            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
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                "Rotation": {
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                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
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                    "Z": 1
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            },
            "Should check gender before equip": true,
            "Accepted on these Genders": [
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            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
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            "First Person Gun Socket": {
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                },
                "Scale": {
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            "First Person Single Grip": false
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        "Melee": {
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            "Light Attacks": [],
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            "Light Attacks when in motion": [],
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            "Heavy Attacks when in motion": [],
            "Has Combo Multiplier": true,
            "Combo Multipliers": [
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            "Consumes on attack": true,
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            "Looking Down Pitch": 0,
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                "Percentage Required to be played before being able to start next attack": 0.7,
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                "Time between attack": 1,
                "Damage Multiplier": 1,
                "Time Dilation": "None",
                "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
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                "Percentage Required to be played before being able to start next attack": 0.7,
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                "Time between attack": 1,
                "Damage Multiplier": 1,
                "Time Dilation": "None",
                "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
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            "Use Camera Z Rotation For Normal Attack": true,
            "Trace Bounds": {
                "X": 75,
                "Y": 75,
                "Z": 75
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            "Can Attack In Air": true,
            "Use Different Attack When In Air": false,
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                "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"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "None"
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        "Defend": {
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            "Defend Animation": "None",
            "Can Equip Shield with this Weapon": false,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
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            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
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            ],
            "Camera Shake Class": "None",
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            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
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        "Ammo": {
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            "Accepted Ammo": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Aiming": {
            "Has Aim Down Sight": false,
            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
        },
        "Crosshair": {
            "Has Crosshair": false,
            "Crosshair": "None"
        },
        "Reload": {
            "Has Reload": false,
            "Reload Animation": "None",
            "Has automatic reload": false,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Has Manual Reload": false
        },
        "Projectile": {
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            "Projectile Actor": "None",
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            "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
        },
        "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
        },
        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": false,
            "Rotate control to locked target": false,
            "Use outliner": false
        },
        "Damage Types": {
            "Damage Type": "None",
            "Use Secondairy Damage Type For Heavy Attack": false,
            "Secondairy Damage Type": "None"
        },
        "IK": {
            "Use IK to Aim": false,
            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
            },
            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
        },
        "Assigned Attributes": {
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                "Values": [],
                "Lookup Map": []
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            "Persistent Attributes": {
                "Attributes": [],
                "Lookup Map": []
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            "Level Attributes": [],
            "State Effects To Add": {
                "GameplayTags": [],
                "ParentTags": []
            },
            "State Effects To Remove": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Misc Attributes": []
    },
    {
        "Name": "Feet_Gray_Feminine",
        "Generic": {
            "Equipment Type": {
                "TagName": "None"
            },
            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Feet_Gray_Feminine"
            }
        },
        "Equip": {
            "Equipment Actor Class": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Masters/BP_Equipment_LeaderPosed.BP_Equipment_LeaderPosed_C",
            "Do not use equip or unequip animation": true,
            "Equip Animations": {
                "Unequip Animation": "None",
                "Equip Animation from armed": "None",
                "Equip Animation from unarmed": "None"
            },
            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
            "Visual ammo actor offset": {
                "Location": {
                    "X": 0,
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                    "Z": 0
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                "Rotation": {
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                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
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                    "Z": 1
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            },
            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Meshes/BrokenDownSkeleton_Quinn/Default/SM_Quinn_Feet_Gray.SM_Quinn_Feet_Gray",
            "Uses Skeletal Mesh": true,
            "Equip as Master Posed Skeletal Mesh": true,
            "Skeletal Mesh": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Meshes/BrokenDownSkeleton_Quinn/Default/SKM_Quinn_Feet_Gray.SKM_Quinn_Feet_Gray",
            "Equip at this slot": "Feet",
            "Attach at this socket": "Body",
            "Socket Offset": {
                "Location": {
                    "X": 0,
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                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
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                    "Z": 1
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            },
            "Secondary Offset": {
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                "Rotation": {
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                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
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                    "Z": 1
                }
            },
            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
            "Dual Wield Socket Offset": {
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                    "X": 0,
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                    "Z": 0
                },
                "Rotation": {
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                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should check gender before equip": true,
            "Accepted on these Genders": [
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            ],
            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
            "Use Right Handed Pickup": false,
            "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
                }
            },
            "First Person Single Grip": false
        },
        "Melee": {
            "Has Melee": false,
            "Light Attacks": [],
            "Use different light attack animations when in motion": false,
            "Light Attacks when in motion": [],
            "Heavy Attacks": [],
            "Use different heavy attack animations when in motion": false,
            "Heavy Attacks when in motion": [],
            "Has Combo Multiplier": true,
            "Combo Multipliers": [
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                1.1,
                1.15,
                1.2,
                1.25
            ],
            "Consumes on attack": true,
            "Heavy Attack Consumption": [],
            "Light Attack Consumption": [],
            "Use Different Attack When Looking Down": false,
            "Looking Down Pitch": 0,
            "Looking Down Attack": {
                "Animation": "None",
                "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"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
                "Animation": "None",
                "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"
            },
            "Use Camera Z Rotation For Normal Attack": true,
            "Trace Bounds": {
                "X": 75,
                "Y": 75,
                "Z": 75
            },
            "Can Attack In Air": true,
            "Use Different Attack When In Air": false,
            "In Air Attack": {
                "Animation": "None",
                "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"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "None"
        },
        "Defend": {
            "Can Defend": false,
            "Defend Animation": "None",
            "Can Equip Shield with this Weapon": false,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
            "Is Ranged": false,
            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
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            ],
            "Camera Shake Class": "None",
            "Has Recoil": false,
            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
        },
        "Ammo": {
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            "Accepted Ammo": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Aiming": {
            "Has Aim Down Sight": false,
            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
        },
        "Crosshair": {
            "Has Crosshair": false,
            "Crosshair": "None"
        },
        "Reload": {
            "Has Reload": false,
            "Reload Animation": "None",
            "Has automatic reload": false,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Has Manual Reload": false
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        "Projectile": {
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            "Projectile Actor": "None",
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            "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
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            "Damage On Impact": false
        },
        "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
        },
        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": false,
            "Rotate control to locked target": false,
            "Use outliner": false
        },
        "Damage Types": {
            "Damage Type": "None",
            "Use Secondairy Damage Type For Heavy Attack": false,
            "Secondairy Damage Type": "None"
        },
        "IK": {
            "Use IK to Aim": false,
            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
            },
            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
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        "Assigned Attributes": {
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                "Values": [],
                "Lookup Map": []
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            "Persistent Attributes": {
                "Attributes": [],
                "Lookup Map": []
            },
            "Level Attributes": [],
            "State Effects To Add": {
                "GameplayTags": [],
                "ParentTags": []
            },
            "State Effects To Remove": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Misc Attributes": []
    },
    {
        "Name": "Feet_Gray_Masculine",
        "Generic": {
            "Equipment Type": {
                "TagName": "Items.Equipment.Wearable.Example.Feet_Gray_Masculine"
            },
            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Feet_Gray_Masculine"
            }
        },
        "Equip": {
            "Equipment Actor Class": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Masters/BP_Equipment_LeaderPosed.BP_Equipment_LeaderPosed_C",
            "Do not use equip or unequip animation": true,
            "Equip Animations": {
                "Unequip Animation": "None",
                "Equip Animation from armed": "None",
                "Equip Animation from unarmed": "None"
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            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
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                    "Y": 0,
                    "Z": 0
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                "Rotation": {
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                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
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                    "Z": 1
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            },
            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Meshes/BrokenDownSkeleton_Manny/Default/SM_Manny_Feet_Gray.SM_Manny_Feet_Gray",
            "Uses Skeletal Mesh": true,
            "Equip as Master Posed Skeletal Mesh": true,
            "Skeletal Mesh": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Meshes/BrokenDownSkeleton_Manny/Default/SKM_Manny_Feet_Gray.SKM_Manny_Feet_Gray",
            "Equip at this slot": "Feet",
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                    "X": 0,
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                    "Z": 0
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                    "Yaw": 0,
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                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
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            },
            "Secondary Offset": {
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                    "Roll": 0
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                "Scale": {
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            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
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                "Rotation": {
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                },
                "Scale": {
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            },
            "Should check gender before equip": true,
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            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
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            "First Person Gun Socket": {
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                },
                "Scale": {
                    "X": 1,
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            "First Person Single Grip": false
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        "Melee": {
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            "Light Attacks": [],
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            "Light Attacks when in motion": [],
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            "Use different heavy attack animations when in motion": false,
            "Heavy Attacks when in motion": [],
            "Has Combo Multiplier": true,
            "Combo Multipliers": [
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                1.1,
                1.15,
                1.2,
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            "Consumes on attack": true,
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            "Looking Down Pitch": 0,
            "Looking Down Attack": {
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                "Percentage Required to be played before being able to start next attack": 0.7,
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                "Time between attack": 1,
                "Damage Multiplier": 1,
                "Time Dilation": "None",
                "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
                "Animation": "None",
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                "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"
            },
            "Use Camera Z Rotation For Normal Attack": true,
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                "Y": 75,
                "Z": 75
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            "Can Attack In Air": true,
            "Use Different Attack When In Air": false,
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                "Animation": "None",
                "Percentage Required to be played before being able to start next attack": 0.7,
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                "Time between attack": 1,
                "Damage Multiplier": 1,
                "Time Dilation": "None",
                "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "None"
        },
        "Defend": {
            "Can Defend": false,
            "Defend Animation": "None",
            "Can Equip Shield with this Weapon": false,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
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            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
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            "Camera Shake Class": "None",
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            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
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        "Ammo": {
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            "Accepted Ammo": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Aiming": {
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            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
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        "Crosshair": {
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            "Crosshair": "None"
        },
        "Reload": {
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            "Reload Animation": "None",
            "Has automatic reload": false,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
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        "Projectile": {
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            "Sound on activation": "None",
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            "Damage On Impact": false
        },
        "Throwable": {
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            "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": "(",
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            "Charge Animation": "None",
            "Automaticly Recharge after throw": false,
            "Use Projectile Trajectory Prediction": false
        },
        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": false,
            "Rotate control to locked target": false,
            "Use outliner": false
        },
        "Damage Types": {
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            "Use Secondairy Damage Type For Heavy Attack": false,
            "Secondairy Damage Type": "None"
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        "IK": {
            "Use IK to Aim": false,
            "Hand Bone": "None",
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                "Yaw": 0,
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            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
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        "Assigned Attributes": {
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                "ParentTags": []
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        },
        "Misc Attributes": []
    },
    {
        "Name": "Fertilizer",
        "Generic": {
            "Equipment Type": {
                "TagName": "Items.Equipment.Farming.Fertilizer"
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            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Fertilizer"
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        "Equip": {
            "Equipment Actor Class": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Implementations/BP_Equipment_Farming.BP_Equipment_Farming_C",
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            "Equip Animations": {
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                "Equip Animation from unarmed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic"
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            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
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                "Scale": {
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            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
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            "Uses Skeletal Mesh": false,
            "Equip as Master Posed Skeletal Mesh": false,
            "Skeletal Mesh": "None",
            "Equip at this slot": "Primary Weapon",
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                    "X": 5,
                    "Y": -5,
                    "Z": 5
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                "Rotation": {
                    "Pitch": 180,
                    "Yaw": 0,
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                "Scale": {
                    "X": 0.8,
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            "Secondary Offset": {
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                "Scale": {
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            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
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                "Scale": {
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            },
            "Should check gender before equip": false,
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            "First Person Gun Socket": {
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                "Scale": {
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            "First Person Single Grip": false
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        "Melee": {
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            "Light Attacks when in motion": [],
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            "Heavy Attacks when in motion": [],
            "Has Combo Multiplier": true,
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            "Looking Down Pitch": 0,
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                "Percentage Required to be played before being able to start next attack": 0.7,
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                "Time between attack": 1,
                "Damage Multiplier": 1,
                "Time Dilation": "None",
                "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
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                "Time between attack": 1,
                "Damage Multiplier": 1,
                "Time Dilation": "None",
                "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
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            "Use Camera Z Rotation For Normal Attack": true,
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                "Y": 75,
                "Z": 75
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            "Can Attack In Air": true,
            "Use Different Attack When In Air": false,
            "In Air Attack": {
                "Animation": "None",
                "Percentage Required to be played before being able to start next attack": 0.7,
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                "Time between attack": 1,
                "Damage Multiplier": 1,
                "Time Dilation": "None",
                "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "None"
        },
        "Defend": {
            "Can Defend": false,
            "Defend Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Block/Anim_Sword_Block.Anim_Sword_Block",
            "Can Equip Shield with this Weapon": false,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
            "Is Ranged": false,
            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
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            "Camera Shake Class": "None",
            "Has Recoil": false,
            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
        },
        "Ammo": {
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            "Accepted Ammo": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Aiming": {
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            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
        },
        "Crosshair": {
            "Has Crosshair": false,
            "Crosshair": "None"
        },
        "Reload": {
            "Has Reload": false,
            "Reload Animation": "None",
            "Has automatic reload": false,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
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        },
        "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
        },
        "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
        },
        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": true,
            "Rotate control to locked target": true,
            "Use outliner": true
        },
        "Damage Types": {
            "Damage Type": "None",
            "Use Secondairy Damage Type For Heavy Attack": false,
            "Secondairy Damage Type": "None"
        },
        "IK": {
            "Use IK to Aim": false,
            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
            },
            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
        },
        "Assigned Attributes": {
            "Non-Persistent Attributes": {
                "Values": [],
                "Lookup Map": []
            },
            "Persistent Attributes": {
                "Attributes": [],
                "Lookup Map": []
            },
            "Level Attributes": [],
            "State Effects To Add": {
                "GameplayTags": [],
                "ParentTags": []
            },
            "State Effects To Remove": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Misc Attributes": []
    },
    {
        "Name": "Fishing_Rod",
        "Generic": {
            "Equipment Type": {
                "TagName": "Items.Equipment.Fishing.Fishing_Rod"
            },
            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Fishing_Rod"
            }
        },
        "Equip": {
            "Equipment Actor Class": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Implementations/BP_Equipment_Fishing.BP_Equipment_Fishing_C",
            "Do not use equip or unequip animation": false,
            "Equip Animations": {
                "Unequip Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Actions/AM_MM_Generic_Unequip.AM_MM_Generic_Unequip",
                "Equip Animation from armed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic",
                "Equip Animation from unarmed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic"
            },
            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
            "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
                }
            },
            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "None",
            "Uses Skeletal Mesh": true,
            "Equip as Master Posed Skeletal Mesh": false,
            "Skeletal Mesh": "/Game/Hyper/ResourcePack/Tools/Fishing_Rod/SKM_Fishing_Rod_BlendShaped.SKM_Fishing_Rod_BlendShaped",
            "Equip at this slot": "Primary Weapon",
            "Attach at this socket": "weapon_r",
            "Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 1,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 160,
                    "Roll": 15
                },
                "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
                }
            },
            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
            "Dual Wield Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should check gender before equip": false,
            "Accepted on these Genders": [],
            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
            "Use Right Handed Pickup": false,
            "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
                }
            },
            "First Person Single Grip": false
        },
        "Melee": {
            "Has Melee": false,
            "Light Attacks": [],
            "Use different light attack animations when in motion": false,
            "Light Attacks when in motion": [],
            "Heavy Attacks": [],
            "Use different heavy attack animations when in motion": false,
            "Heavy Attacks when in motion": [],
            "Has Combo Multiplier": true,
            "Combo Multipliers": [
                1.05,
                1.1,
                1.15,
                1.2,
                1.25
            ],
            "Consumes on attack": true,
            "Heavy Attack Consumption": [],
            "Light Attack Consumption": [],
            "Use Different Attack When Looking Down": false,
            "Looking Down Pitch": 0,
            "Looking Down Attack": {
                "Animation": "None",
                "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"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
                "Animation": "None",
                "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"
            },
            "Use Camera Z Rotation For Normal Attack": true,
            "Trace Bounds": {
                "X": 0,
                "Y": 120,
                "Z": 120
            },
            "Can Attack In Air": true,
            "Use Different Attack When In Air": false,
            "In Air Attack": {
                "Animation": "None",
                "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"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "None"
        },
        "Defend": {
            "Can Defend": false,
            "Defend Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Block/Anim_Sword_Block.Anim_Sword_Block",
            "Can Equip Shield with this Weapon": false,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
            "Is Ranged": false,
            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
                "Single"
            ],
            "Camera Shake Class": "None",
            "Has Recoil": false,
            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
        },
        "Ammo": {
            "Requires Ammo": false,
            "Accepted Ammo": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Aiming": {
            "Has Aim Down Sight": false,
            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
        },
        "Crosshair": {
            "Has Crosshair": false,
            "Crosshair": "None"
        },
        "Reload": {
            "Has Reload": false,
            "Reload Animation": "None",
            "Has automatic reload": false,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Has Manual Reload": 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
        },
        "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
        },
        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": false,
            "Rotate control to locked target": false,
            "Use outliner": false
        },
        "Damage Types": {
            "Damage Type": "/Game/Hyper/ResourcePack/DamageTypes/DT_Combat.DT_Combat_C",
            "Use Secondairy Damage Type For Heavy Attack": false,
            "Secondairy Damage Type": "None"
        },
        "IK": {
            "Use IK to Aim": false,
            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
            },
            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
        },
        "Assigned Attributes": {
            "Non-Persistent Attributes": {
                "Values": [],
                "Lookup Map": []
            },
            "Persistent Attributes": {
                "Attributes": [],
                "Lookup Map": []
            },
            "Level Attributes": [],
            "State Effects To Add": {
                "GameplayTags": [],
                "ParentTags": []
            },
            "State Effects To Remove": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Misc Attributes": []
    },
    {
        "Name": "Fists",
        "Generic": {
            "Equipment Type": {
                "TagName": "Items.Equipment.Melee.Fists.Fists"
            },
            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Fists"
            }
        },
        "Equip": {
            "Equipment Actor Class": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Masters/BP_Equipment_Melee.BP_Equipment_Melee_C",
            "Do not use equip or unequip animation": true,
            "Equip Animations": {
                "Unequip Animation": "None",
                "Equip Animation from armed": "None",
                "Equip Animation from unarmed": "None"
            },
            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
            "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
                }
            },
            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "None",
            "Uses Skeletal Mesh": false,
            "Equip as Master Posed Skeletal Mesh": false,
            "Skeletal Mesh": "None",
            "Equip at this slot": "Primary Weapon",
            "Attach at this socket": "None",
            "Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Secondary Offset": {
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                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
            "Dual Wield Socket Offset": {
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                    "Y": 0,
                    "Z": 0
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                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should check gender before equip": false,
            "Accepted on these Genders": [],
            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
            "Use Right Handed Pickup": true,
            "First Person Gun Socket": {
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                    "Y": 0,
                    "Z": 0
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                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "First Person Single Grip": false
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        "Melee": {
            "Has Melee": true,
            "Light Attacks": [
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Fists_Light/Attack/AM_Fists_Light_Steel_Attack_Melee_A_Montage.AM_Fists_Light_Steel_Attack_Melee_A_Montage",
                    "Percentage Required to be played before being able to start next attack": 0.4,
                    "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/Fists_Light/Attack/AM_Fists_Light_Steel_Attack_Melee_B_Montage.AM_Fists_Light_Steel_Attack_Melee_B_Montage",
                    "Percentage Required to be played before being able to start next attack": 0.4,
                    "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/Fists_Light/Attack/AM_Fists_Light_Steel_Attack_Melee_C_Montage.AM_Fists_Light_Steel_Attack_Melee_C_Montage",
                    "Percentage Required to be played before being able to start next attack": 0.4,
                    "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/Fists_Light/Attack/AM_Fists_Light_Steel_Attack_Melee_D_V1_Montage.AM_Fists_Light_Steel_Attack_Melee_D_V1_Montage",
                    "Percentage Required to be played before being able to start next attack": 0.4,
                    "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"
                }
            ],
            "Use different light attack animations when in motion": true,
            "Light Attacks when in motion": [
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Fists_Light/Attack/AM_Fists_Light_Steel_Attack_Melee_A_Montage_Upperbody.AM_Fists_Light_Steel_Attack_Melee_A_Montage_Upperbody",
                    "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": 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/Fists_Light/Attack/AM_Fists_Light_Steel_Attack_Melee_B_Montage_Upperbody.AM_Fists_Light_Steel_Attack_Melee_B_Montage_Upperbody",
                    "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": 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/Fists_Light/Attack/AM_Fists_Light_Steel_Attack_Melee_C_Montage_Upperbody.AM_Fists_Light_Steel_Attack_Melee_C_Montage_Upperbody",
                    "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": 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/Fists_Light/Attack/AM_Fists_Light_Steel_Attack_Melee_D_V1_Montage_Upperbody.AM_Fists_Light_Steel_Attack_Melee_D_V1_Montage_Upperbody",
                    "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": 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": [
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Fists_Light/Attack/AM_Fists_Light_Attack_GuardBreak_A_Montage.AM_Fists_Light_Attack_GuardBreak_A_Montage",
                    "Percentage Required to be played before being able to start next attack": 0.4,
                    "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/Fists_Light/Ability/AM_Fists_Light_Steel_Ability_Bash_Montage.AM_Fists_Light_Steel_Ability_Bash_Montage",
                    "Percentage Required to be played before being able to start next attack": 0.4,
                    "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"
                }
            ],
            "Use different heavy attack animations when in motion": false,
            "Heavy Attacks when in motion": [],
            "Has Combo Multiplier": true,
            "Combo Multipliers": [
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                1.1,
                1.15,
                1.2,
                1.25
            ],
            "Consumes on attack": true,
            "Heavy Attack Consumption": [],
            "Light Attack Consumption": [],
            "Use Different Attack When Looking Down": false,
            "Looking Down Pitch": 0,
            "Looking Down Attack": {
                "Animation": "None",
                "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"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
                "Animation": "None",
                "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"
            },
            "Use Camera Z Rotation For Normal Attack": true,
            "Trace Bounds": {
                "X": 65,
                "Y": 75,
                "Z": 75
            },
            "Can Attack In Air": true,
            "Use Different Attack When In Air": false,
            "In Air Attack": {
                "Animation": "None",
                "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"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "/Game/Hyper/Core/Equipment_Manager/Datamodel/DataAssets/DA_Surface_Sounds_Blunt.DA_Surface_Sounds_Blunt"
        },
        "Defend": {
            "Can Defend": true,
            "Defend Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Fists_Light/Ability/Anim_Fists_Light_Steel_Ability_Block_Idle.Anim_Fists_Light_Steel_Ability_Block_Idle",
            "Can Equip Shield with this Weapon": true,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
            "Is Ranged": false,
            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
                "Single"
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            "Camera Shake Class": "None",
            "Has Recoil": false,
            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
        },
        "Ammo": {
            "Requires Ammo": false,
            "Accepted Ammo": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Aiming": {
            "Has Aim Down Sight": false,
            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
        },
        "Crosshair": {
            "Has Crosshair": false,
            "Crosshair": "/Game/Hyper/UI/Widgets/Specific/Combat/Crosshair/WBP_Crosshair_Pistol.WBP_Crosshair_Pistol_C"
        },
        "Reload": {
            "Has Reload": false,
            "Reload Animation": "None",
            "Has automatic reload": false,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Has Manual Reload": 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
        },
        "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
        },
        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": true,
            "Rotate control to locked target": true,
            "Use outliner": true
        },
        "Damage Types": {
            "Damage Type": "/Game/Hyper/ResourcePack/DamageTypes/DT_Combat.DT_Combat_C",
            "Use Secondairy Damage Type For Heavy Attack": false,
            "Secondairy Damage Type": "None"
        },
        "IK": {
            "Use IK to Aim": false,
            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
            },
            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
        },
        "Assigned Attributes": {
            "Non-Persistent Attributes": {
                "Values": [],
                "Lookup Map": []
            },
            "Persistent Attributes": {
                "Attributes": [
                    {
                        "Gameplay Tag": {
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                        "Attribute": {
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                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Generic.Critical Strike Chance"
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                        "Attribute": {
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                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Generic.Critical Strike Multiplier"
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                        "Attribute": {
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                    }
                ],
                "Lookup Map": []
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            "Level Attributes": [],
            "State Effects To Add": {
                "GameplayTags": [],
                "ParentTags": []
            },
            "State Effects To Remove": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Misc Attributes": []
    },
    {
        "Name": "Flashbang",
        "Generic": {
            "Equipment Type": {
                "TagName": "Items.Equipment.Throwable.Tactical.Flashbang"
            },
            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Flashbang"
            }
        },
        "Equip": {
            "Equipment Actor Class": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Masters/BP_Equipment_Throwable.BP_Equipment_Throwable_C",
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            "Equip Animations": {
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                "Equip Animation from armed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic",
                "Equip Animation from unarmed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic"
            },
            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
            "Visual ammo actor offset": {
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                    "X": 0,
                    "Y": 0,
                    "Z": 0
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                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
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            },
            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "/Game/Hyper/ResourcePack/Weapons/Flashbang/Mesh/SM_Flashbang.SM_Flashbang",
            "Uses Skeletal Mesh": false,
            "Equip as Master Posed Skeletal Mesh": false,
            "Skeletal Mesh": "None",
            "Equip at this slot": "Primary Weapon",
            "Attach at this socket": "weapon_r",
            "Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Secondary Offset": {
                "Location": {
                    "X": 0,
                    "Y": 3,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": -15,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
            "Dual Wield Socket Offset": {
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                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should check gender before equip": false,
            "Accepted on these Genders": [],
            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
            "Use Right Handed Pickup": false,
            "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
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            },
            "First Person Single Grip": false
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        "Melee": {
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            "Light Attacks": [],
            "Use different light attack animations when in motion": false,
            "Light Attacks when in motion": [],
            "Heavy Attacks": [],
            "Use different heavy attack animations when in motion": false,
            "Heavy Attacks when in motion": [],
            "Has Combo Multiplier": true,
            "Combo Multipliers": [
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                1.1,
                1.15,
                1.2,
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            "Consumes on attack": true,
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            "Use Different Attack When Looking Down": false,
            "Looking Down Pitch": 0,
            "Looking Down Attack": {
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                "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"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
                "Animation": "None",
                "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"
            },
            "Use Camera Z Rotation For Normal Attack": true,
            "Trace Bounds": {
                "X": 75,
                "Y": 75,
                "Z": 75
            },
            "Can Attack In Air": true,
            "Use Different Attack When In Air": false,
            "In Air Attack": {
                "Animation": "None",
                "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"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "/Game/Hyper/Core/Equipment_Manager/Datamodel/DataAssets/DA_Surface_Sounds_Base.DA_Surface_Sounds_Base"
        },
        "Defend": {
            "Can Defend": false,
            "Defend Animation": "None",
            "Can Equip Shield with this Weapon": false,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
            "Is Ranged": false,
            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
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            "Camera Shake Class": "None",
            "Has Recoil": false,
            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
        },
        "Ammo": {
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            "Accepted Ammo": {
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                "ParentTags": []
            }
        },
        "Aiming": {
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            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
        },
        "Crosshair": {
            "Has Crosshair": false,
            "Crosshair": "None"
        },
        "Reload": {
            "Has Reload": false,
            "Reload Animation": "None",
            "Has automatic reload": false,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Has Manual Reload": false
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        "Projectile": {
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            "Projectile Actor": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Masters/BP_Projectile_Base.BP_Projectile_Base_C",
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            "Accepted Locking tags": [],
            "Impact Effect": "/Game/Hyper/ResourcePack/Effects/Particles/Niagara/NS_DestructibleImpact.NS_DestructibleImpact",
            "Activate on Impact": false,
            "Sound on activation": "/Game/Hyper/ResourcePack/Audio/MetaSounds/sfx_Weapon_GrenadeExplosion_nl_meta.sfx_Weapon_GrenadeExplosion_nl_meta",
            "Used Ammo instead of weapon as projectile": false,
            "Can Pickup After Ejected": false,
            "Velocity Direction": {
                "X": 1,
                "Y": 0,
                "Z": 0
            },
            "Damage On Impact": false
        },
        "Throwable": {
            "Is Throwable": true,
            "Has Timer": true,
            "Timer is active while charging": false,
            "Time to activate": 3,
            "Can Charge Throwable?": true,
            "Throwing Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Grenade/AM_Grenade_Throw_Montage.AM_Grenade_Throw_Montage",
            "TimeToMaxCharge": 2,
            "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
        },
        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": false,
            "Rotate control to locked target": false,
            "Use outliner": false
        },
        "Damage Types": {
            "Damage Type": "/Game/Hyper/ResourcePack/DamageTypes/DT_Stun.DT_Stun_C",
            "Use Secondairy Damage Type For Heavy Attack": false,
            "Secondairy Damage Type": "None"
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        "IK": {
            "Use IK to Aim": false,
            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
            },
            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
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        "Assigned Attributes": {
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                "Lookup Map": []
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            "Persistent Attributes": {
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                    },
                    {
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                        "Attribute": {
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                        }
                    },
                    {
                        "Gameplay Tag": {
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                    },
                    {
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                    },
                    {
                        "Gameplay Tag": {
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                        "Attribute": {
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                    }
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                "Lookup Map": []
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            "Level Attributes": [],
            "State Effects To Add": {
                "GameplayTags": [],
                "ParentTags": []
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                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Misc Attributes": []
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    {
        "Name": "Golden_Necklace",
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                "TagName": "Items.Equipment.Wearable.Jewelry.Golden_Necklace"
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            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Golden_Necklace"
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            "Equip Animations": {
                "Unequip Animation": "None",
                "Equip Animation from armed": "None",
                "Equip Animation from unarmed": "None"
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            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
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                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
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                    "Z": 1
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            },
            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "/Game/Hyper/ResourcePack/Equipment/Necklace/SM_Necklace_Golden.SM_Necklace_Golden",
            "Uses Skeletal Mesh": false,
            "Equip as Master Posed Skeletal Mesh": false,
            "Skeletal Mesh": "None",
            "Equip at this slot": "Necklace",
            "Attach at this socket": "Necklace",
            "Socket Offset": {
                "Location": {
                    "X": 0,
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                    "Z": 0
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                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
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                "Scale": {
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            },
            "Secondary Offset": {
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                },
                "Rotation": {
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                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
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                    "Z": 0
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                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should check gender before equip": false,
            "Accepted on these Genders": [],
            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
            "Use Right Handed Pickup": false,
            "First Person Gun Socket": {
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                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
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                    "Z": 1
                }
            },
            "First Person Single Grip": false
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        "Melee": {
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            "Light Attacks": [],
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            "Light Attacks when in motion": [],
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            "Heavy Attacks when in motion": [],
            "Has Combo Multiplier": true,
            "Combo Multipliers": [
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            "Consumes on attack": true,
            "Heavy Attack Consumption": [],
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            "Use Different Attack When Looking Down": false,
            "Looking Down Pitch": 0,
            "Looking Down Attack": {
                "Animation": "None",
                "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"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
                "Animation": "None",
                "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"
            },
            "Use Camera Z Rotation For Normal Attack": true,
            "Trace Bounds": {
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                "Y": 75,
                "Z": 75
            },
            "Can Attack In Air": true,
            "Use Different Attack When In Air": false,
            "In Air Attack": {
                "Animation": "None",
                "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"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "None"
        },
        "Defend": {
            "Can Defend": false,
            "Defend Animation": "None",
            "Can Equip Shield with this Weapon": false,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
            "Is Ranged": false,
            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
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            ],
            "Camera Shake Class": "None",
            "Has Recoil": false,
            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
        },
        "Ammo": {
            "Requires Ammo": false,
            "Accepted Ammo": {
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                "ParentTags": []
            }
        },
        "Aiming": {
            "Has Aim Down Sight": false,
            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
        },
        "Crosshair": {
            "Has Crosshair": false,
            "Crosshair": "None"
        },
        "Reload": {
            "Has Reload": false,
            "Reload Animation": "None",
            "Has automatic reload": false,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Has Manual Reload": 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
        },
        "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": "(",
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            "Charge Animation": "None",
            "Automaticly Recharge after throw": false,
            "Use Projectile Trajectory Prediction": false
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        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": false,
            "Rotate control to locked target": false,
            "Use outliner": false
        },
        "Damage Types": {
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            "Use Secondairy Damage Type For Heavy Attack": false,
            "Secondairy Damage Type": "None"
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        "IK": {
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            "Hand Bone": "None",
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                "Yaw": 0,
                "Roll": 0
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            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
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                "Values": [],
                "Lookup Map": []
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                "GameplayTags": [],
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                "ParentTags": []
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        },
        "Misc Attributes": []
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    {
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            "Equip Animations": {
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                "Equip Animation from armed": "None",
                "Equip Animation from unarmed": "None"
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            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
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                    "Z": 0
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                    "Roll": 0
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                    "Y": 1,
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            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
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            "Equip as Master Posed Skeletal Mesh": false,
            "Skeletal Mesh": "None",
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            "Attach at this socket": "Ring_l",
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                    "Y": 0,
                    "Z": 0
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                    "Yaw": 0,
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                    "Z": 1
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                "Scale": {
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            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
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                "Scale": {
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            "Should check gender before equip": false,
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                "Scale": {
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            "First Person Single Grip": false
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            "Light Attacks": [],
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            "Light Attacks when in motion": [],
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            "Heavy Attacks when in motion": [],
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                "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
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            "Use different looking down attack animations when in motion": false,
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                "Time between attack": 1,
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            "Can Attack In Air": true,
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            "Use different air attack animations when in motion": false,
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            "Hold First Section Until On Ground": false,
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            "Animation Layer to use with shield": "None"
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        "Ranged": {
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            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
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                "ParentTags": []
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        "Crosshair": {
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            "Crosshair": "None"
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        "Throwable": {
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            "Can Charge Throwable?": false,
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        "Hit Animations": "None",
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            "Secondairy Damage Type": "None"
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        "IK": {
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            "Hand Bone": "None",
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        "Misc Attributes": []
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    {
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            "Should check gender before equip": false,
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            "Use different air attack animations when in motion": false,
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                "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
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            "Hold First Section Until On Ground": false,
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        "Defend": {
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            "Defend Animation": "None",
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        "Ranged": {
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            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
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        "Projectile": {
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            "Damage On Impact": false
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        "Throwable": {
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            "Can Charge Throwable?": true,
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            "Charge Animation": "None",
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        "Hit Animations": "None",
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            "Rotate control to locked target": false,
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        "Damage Types": {
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            "Secondairy Damage Type": "None"
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        "IK": {
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            "Target Socket": "None"
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            "Level Attributes": [],
            "State Effects To Add": {
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        "Misc Attributes": []
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    {
        "Name": "Hammer",
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            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
            "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
                }
            },
            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "/Game/Hyper/ResourcePack/Tools/Hammer/SM_Hammer.SM_Hammer",
            "Uses Skeletal Mesh": false,
            "Equip as Master Posed Skeletal Mesh": false,
            "Skeletal Mesh": "None",
            "Equip at this slot": "Primary Weapon",
            "Attach at this socket": "weapon_r",
            "Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 180,
                    "Roll": 15
                },
                "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
                }
            },
            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
            "Dual Wield Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should check gender before equip": false,
            "Accepted on these Genders": [],
            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
            "Use Right Handed Pickup": false,
            "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
                }
            },
            "First Person Single Grip": false
        },
        "Melee": {
            "Has Melee": true,
            "Light Attacks": [
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Attack/AM_Sword_Attack_A_Med_Montage.AM_Sword_Attack_A_Med_Montage",
                    "Percentage Required to be played before being able to start next attack": 0.4,
                    "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/Sword/Attack/AM_Sword_Attack_B_Med_Montage.AM_Sword_Attack_B_Med_Montage",
                    "Percentage Required to be played before being able to start next attack": 0.4,
                    "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/Sword/Attack/AM_Sword_Attack_C_Med_Montage.AM_Sword_Attack_C_Med_Montage",
                    "Percentage Required to be played before being able to start next attack": 0.4,
                    "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/Sword/Attack/AM_Sword_Attack_D_Med_Montage.AM_Sword_Attack_D_Med_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": "None",
                    "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
                }
            ],
            "Use different light attack animations when in motion": false,
            "Light Attacks when in motion": [],
            "Heavy Attacks": [],
            "Use different heavy attack animations when in motion": false,
            "Heavy Attacks when in motion": [],
            "Has Combo Multiplier": true,
            "Combo Multipliers": [
                1.05,
                1.1,
                1.15,
                1.2,
                1.25
            ],
            "Consumes on attack": true,
            "Heavy Attack Consumption": [],
            "Light Attack Consumption": [],
            "Use Different Attack When Looking Down": false,
            "Looking Down Pitch": 0,
            "Looking Down Attack": {
                "Animation": "None",
                "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"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
                "Animation": "None",
                "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"
            },
            "Use Camera Z Rotation For Normal Attack": true,
            "Trace Bounds": {
                "X": 75,
                "Y": 75,
                "Z": 75
            },
            "Can Attack In Air": true,
            "Use Different Attack When In Air": false,
            "In Air Attack": {
                "Animation": "None",
                "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"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "None"
        },
        "Defend": {
            "Can Defend": false,
            "Defend Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Block/Anim_Sword_Block.Anim_Sword_Block",
            "Can Equip Shield with this Weapon": false,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
            "Is Ranged": false,
            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
                "Single"
            ],
            "Camera Shake Class": "None",
            "Has Recoil": false,
            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
        },
        "Ammo": {
            "Requires Ammo": false,
            "Accepted Ammo": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Aiming": {
            "Has Aim Down Sight": false,
            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
        },
        "Crosshair": {
            "Has Crosshair": false,
            "Crosshair": "None"
        },
        "Reload": {
            "Has Reload": false,
            "Reload Animation": "None",
            "Has automatic reload": false,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Has Manual Reload": 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
        },
        "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
        },
        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": true,
            "Rotate control to locked target": true,
            "Use outliner": true
        },
        "Damage Types": {
            "Damage Type": "/Game/Hyper/ResourcePack/DamageTypes/DT_Combat.DT_Combat_C",
            "Use Secondairy Damage Type For Heavy Attack": false,
            "Secondairy Damage Type": "None"
        },
        "IK": {
            "Use IK to Aim": false,
            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
            },
            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
        },
        "Assigned Attributes": {
            "Non-Persistent Attributes": {
                "Values": [],
                "Lookup Map": []
            },
            "Persistent Attributes": {
                "Attributes": [
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Generic.Base Damage"
                        },
                        "Attribute": {
                            "Base": 8,
                            "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": []
    },
    {
        "Name": "Hands_DarkBlack_Feminine",
        "Generic": {
            "Equipment Type": {
                "TagName": "Items.Equipment.Wearable.Example.Hands_DarkBlack_Feminine"
            },
            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Hands_DarkBlack_Feminine"
            }
        },
        "Equip": {
            "Equipment Actor Class": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Masters/BP_Equipment_LeaderPosed.BP_Equipment_LeaderPosed_C",
            "Do not use equip or unequip animation": true,
            "Equip Animations": {
                "Unequip Animation": "None",
                "Equip Animation from armed": "None",
                "Equip Animation from unarmed": "None"
            },
            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
            "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
                }
            },
            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Meshes/BrokenDownSkeleton_Quinn/Dark_Black/SM_Quinn_Hands_DarkBlack.SM_Quinn_Hands_DarkBlack",
            "Uses Skeletal Mesh": true,
            "Equip as Master Posed Skeletal Mesh": true,
            "Skeletal Mesh": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Meshes/BrokenDownSkeleton_Quinn/Dark_Black/SKM_Quinn_Hands_DarkBlack.SKM_Quinn_Hands_DarkBlack",
            "Equip at this slot": "Hands",
            "Attach at this socket": "Body",
            "Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "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
                }
            },
            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
            "Dual Wield Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should check gender before equip": true,
            "Accepted on these Genders": [
                "Feminine"
            ],
            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
            "Use Right Handed Pickup": false,
            "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
                }
            },
            "First Person Single Grip": false
        },
        "Melee": {
            "Has Melee": false,
            "Light Attacks": [],
            "Use different light attack animations when in motion": false,
            "Light Attacks when in motion": [],
            "Heavy Attacks": [],
            "Use different heavy attack animations when in motion": false,
            "Heavy Attacks when in motion": [],
            "Has Combo Multiplier": true,
            "Combo Multipliers": [
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                1.1,
                1.15,
                1.2,
                1.25
            ],
            "Consumes on attack": true,
            "Heavy Attack Consumption": [],
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            "Use Different Attack When Looking Down": false,
            "Looking Down Pitch": 0,
            "Looking Down Attack": {
                "Animation": "None",
                "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"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
                "Animation": "None",
                "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"
            },
            "Use Camera Z Rotation For Normal Attack": true,
            "Trace Bounds": {
                "X": 75,
                "Y": 75,
                "Z": 75
            },
            "Can Attack In Air": true,
            "Use Different Attack When In Air": false,
            "In Air Attack": {
                "Animation": "None",
                "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"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "None"
        },
        "Defend": {
            "Can Defend": false,
            "Defend Animation": "None",
            "Can Equip Shield with this Weapon": false,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
            "Is Ranged": false,
            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
                "Single"
            ],
            "Camera Shake Class": "None",
            "Has Recoil": false,
            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
        },
        "Ammo": {
            "Requires Ammo": false,
            "Accepted Ammo": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Aiming": {
            "Has Aim Down Sight": false,
            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
        },
        "Crosshair": {
            "Has Crosshair": false,
            "Crosshair": "None"
        },
        "Reload": {
            "Has Reload": false,
            "Reload Animation": "None",
            "Has automatic reload": false,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Has Manual Reload": 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
        },
        "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
        },
        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": false,
            "Rotate control to locked target": false,
            "Use outliner": false
        },
        "Damage Types": {
            "Damage Type": "None",
            "Use Secondairy Damage Type For Heavy Attack": false,
            "Secondairy Damage Type": "None"
        },
        "IK": {
            "Use IK to Aim": false,
            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
            },
            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
        },
        "Assigned Attributes": {
            "Non-Persistent Attributes": {
                "Values": [],
                "Lookup Map": []
            },
            "Persistent Attributes": {
                "Attributes": [],
                "Lookup Map": []
            },
            "Level Attributes": [],
            "State Effects To Add": {
                "GameplayTags": [],
                "ParentTags": []
            },
            "State Effects To Remove": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Misc Attributes": []
    },
    {
        "Name": "Hands_DarkBlack_Masculine",
        "Generic": {
            "Equipment Type": {
                "TagName": "Items.Equipment.Wearable.Example.Hands_DarkBlack_Masculine"
            },
            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Hands_DarkBlack_Masculine"
            }
        },
        "Equip": {
            "Equipment Actor Class": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Masters/BP_Equipment_LeaderPosed.BP_Equipment_LeaderPosed_C",
            "Do not use equip or unequip animation": true,
            "Equip Animations": {
                "Unequip Animation": "None",
                "Equip Animation from armed": "None",
                "Equip Animation from unarmed": "None"
            },
            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
            "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
                }
            },
            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Meshes/BrokenDownSkeleton_Manny/Dark_black/SM_Manny_Hands_DarkBlack.SM_Manny_Hands_DarkBlack",
            "Uses Skeletal Mesh": true,
            "Equip as Master Posed Skeletal Mesh": true,
            "Skeletal Mesh": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Meshes/BrokenDownSkeleton_Manny/Dark_black/SKM_Manny_Hands_DarkBlack.SKM_Manny_Hands_DarkBlack",
            "Equip at this slot": "Hands",
            "Attach at this socket": "Body",
            "Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "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
                }
            },
            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
            "Dual Wield Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should check gender before equip": true,
            "Accepted on these Genders": [
                "Masculine"
            ],
            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
            "Use Right Handed Pickup": false,
            "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
                }
            },
            "First Person Single Grip": false
        },
        "Melee": {
            "Has Melee": false,
            "Light Attacks": [],
            "Use different light attack animations when in motion": false,
            "Light Attacks when in motion": [],
            "Heavy Attacks": [],
            "Use different heavy attack animations when in motion": false,
            "Heavy Attacks when in motion": [],
            "Has Combo Multiplier": true,
            "Combo Multipliers": [
                1.05,
                1.1,
                1.15,
                1.2,
                1.25
            ],
            "Consumes on attack": true,
            "Heavy Attack Consumption": [],
            "Light Attack Consumption": [],
            "Use Different Attack When Looking Down": false,
            "Looking Down Pitch": 0,
            "Looking Down Attack": {
                "Animation": "None",
                "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"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
                "Animation": "None",
                "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"
            },
            "Use Camera Z Rotation For Normal Attack": true,
            "Trace Bounds": {
                "X": 75,
                "Y": 75,
                "Z": 75
            },
            "Can Attack In Air": true,
            "Use Different Attack When In Air": false,
            "In Air Attack": {
                "Animation": "None",
                "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"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "None"
        },
        "Defend": {
            "Can Defend": false,
            "Defend Animation": "None",
            "Can Equip Shield with this Weapon": false,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
            "Is Ranged": false,
            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
                "Single"
            ],
            "Camera Shake Class": "None",
            "Has Recoil": false,
            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
        },
        "Ammo": {
            "Requires Ammo": false,
            "Accepted Ammo": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Aiming": {
            "Has Aim Down Sight": false,
            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
        },
        "Crosshair": {
            "Has Crosshair": false,
            "Crosshair": "None"
        },
        "Reload": {
            "Has Reload": false,
            "Reload Animation": "None",
            "Has automatic reload": false,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Has Manual Reload": 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
        },
        "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
        },
        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": false,
            "Rotate control to locked target": false,
            "Use outliner": false
        },
        "Damage Types": {
            "Damage Type": "None",
            "Use Secondairy Damage Type For Heavy Attack": false,
            "Secondairy Damage Type": "None"
        },
        "IK": {
            "Use IK to Aim": false,
            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
            },
            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
        },
        "Assigned Attributes": {
            "Non-Persistent Attributes": {
                "Values": [],
                "Lookup Map": []
            },
            "Persistent Attributes": {
                "Attributes": [],
                "Lookup Map": []
            },
            "Level Attributes": [],
            "State Effects To Add": {
                "GameplayTags": [],
                "ParentTags": []
            },
            "State Effects To Remove": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Misc Attributes": []
    },
    {
        "Name": "Hands_DarkRed_Feminine",
        "Generic": {
            "Equipment Type": {
                "TagName": "Items.Equipment.Wearable.Example.Hands_DarkRed_Feminine"
            },
            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Hands_DarkRed_Feminine"
            }
        },
        "Equip": {
            "Equipment Actor Class": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Masters/BP_Equipment_LeaderPosed.BP_Equipment_LeaderPosed_C",
            "Do not use equip or unequip animation": true,
            "Equip Animations": {
                "Unequip Animation": "None",
                "Equip Animation from armed": "None",
                "Equip Animation from unarmed": "None"
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            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
            "Visual ammo actor offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
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                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
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            },
            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Meshes/BrokenDownSkeleton_Quinn/Dark_Red/SM_Quinn_Hands_DarkRed.SM_Quinn_Hands_DarkRed",
            "Uses Skeletal Mesh": true,
            "Equip as Master Posed Skeletal Mesh": true,
            "Skeletal Mesh": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Meshes/BrokenDownSkeleton_Quinn/Dark_Red/SKM_Quinn_Hands_DarkRed.SKM_Quinn_Hands_DarkRed",
            "Equip at this slot": "Hands",
            "Attach at this socket": "Body",
            "Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Secondary Offset": {
                "Location": {
                    "X": 0,
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                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
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                    "Z": 1
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            },
            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
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                    "Z": 0
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                "Rotation": {
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                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should check gender before equip": true,
            "Accepted on these Genders": [
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            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
            "Use Right Handed Pickup": false,
            "First Person Gun Socket": {
                "Location": {
                    "X": 0,
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                    "Z": 0
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                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
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            },
            "First Person Single Grip": false
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        "Melee": {
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            "Light Attacks": [],
            "Use different light attack animations when in motion": false,
            "Light Attacks when in motion": [],
            "Heavy Attacks": [],
            "Use different heavy attack animations when in motion": false,
            "Heavy Attacks when in motion": [],
            "Has Combo Multiplier": true,
            "Combo Multipliers": [
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                1.1,
                1.15,
                1.2,
                1.25
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            "Consumes on attack": true,
            "Heavy Attack Consumption": [],
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            "Use Different Attack When Looking Down": false,
            "Looking Down Pitch": 0,
            "Looking Down Attack": {
                "Animation": "None",
                "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"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
                "Animation": "None",
                "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"
            },
            "Use Camera Z Rotation For Normal Attack": true,
            "Trace Bounds": {
                "X": 75,
                "Y": 75,
                "Z": 75
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            "Can Attack In Air": true,
            "Use Different Attack When In Air": false,
            "In Air Attack": {
                "Animation": "None",
                "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"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "None"
        },
        "Defend": {
            "Can Defend": false,
            "Defend Animation": "None",
            "Can Equip Shield with this Weapon": false,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
            "Is Ranged": false,
            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
                "Single"
            ],
            "Camera Shake Class": "None",
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            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
        },
        "Ammo": {
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            "Accepted Ammo": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Aiming": {
            "Has Aim Down Sight": false,
            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
        },
        "Crosshair": {
            "Has Crosshair": false,
            "Crosshair": "None"
        },
        "Reload": {
            "Has Reload": false,
            "Reload Animation": "None",
            "Has automatic reload": false,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Has Manual Reload": false
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        "Projectile": {
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            "Projectile Actor": "None",
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            "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
        },
        "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
        },
        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": false,
            "Rotate control to locked target": false,
            "Use outliner": false
        },
        "Damage Types": {
            "Damage Type": "None",
            "Use Secondairy Damage Type For Heavy Attack": false,
            "Secondairy Damage Type": "None"
        },
        "IK": {
            "Use IK to Aim": false,
            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
            },
            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
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        "Assigned Attributes": {
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                "Values": [],
                "Lookup Map": []
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            "Persistent Attributes": {
                "Attributes": [],
                "Lookup Map": []
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            "Level Attributes": [],
            "State Effects To Add": {
                "GameplayTags": [],
                "ParentTags": []
            },
            "State Effects To Remove": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Misc Attributes": []
    },
    {
        "Name": "Hands_DarkRed_Masculine",
        "Generic": {
            "Equipment Type": {
                "TagName": "Items.Equipment.Wearable.Example.Hands_DarkRed_Masculine"
            },
            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Hands_DarkRed_Masculine"
            }
        },
        "Equip": {
            "Equipment Actor Class": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Masters/BP_Equipment_LeaderPosed.BP_Equipment_LeaderPosed_C",
            "Do not use equip or unequip animation": true,
            "Equip Animations": {
                "Unequip Animation": "None",
                "Equip Animation from armed": "None",
                "Equip Animation from unarmed": "None"
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            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
            "Visual ammo actor offset": {
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                    "Y": 0,
                    "Z": 0
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                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
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                    "Z": 1
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            },
            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Meshes/BrokenDownSkeleton_Manny/Dark_Red/SM_Manny_Hands_DarkRed.SM_Manny_Hands_DarkRed",
            "Uses Skeletal Mesh": true,
            "Equip as Master Posed Skeletal Mesh": true,
            "Skeletal Mesh": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Meshes/BrokenDownSkeleton_Manny/Dark_Red/SKM_Manny_Hands_DarkRed.SKM_Manny_Hands_DarkRed",
            "Equip at this slot": "Hands",
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            "Socket Offset": {
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                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
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                "Scale": {
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                    "Z": 1
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            "Secondary Offset": {
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                    "Roll": 0
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                "Scale": {
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                    "Y": 1,
                    "Z": 1
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            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
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                "Rotation": {
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                    "Roll": 0
                },
                "Scale": {
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                    "Z": 1
                }
            },
            "Should check gender before equip": true,
            "Accepted on these Genders": [
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            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
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            "First Person Gun Socket": {
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                },
                "Scale": {
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                    "Z": 1
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            },
            "First Person Single Grip": false
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        "Melee": {
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            "Light Attacks": [],
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            "Light Attacks when in motion": [],
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            "Heavy Attacks when in motion": [],
            "Has Combo Multiplier": true,
            "Combo Multipliers": [
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                1.1,
                1.15,
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                1.25
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            "Consumes on attack": true,
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            "Looking Down Pitch": 0,
            "Looking Down Attack": {
                "Animation": "None",
                "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"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
                "Animation": "None",
                "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"
            },
            "Use Camera Z Rotation For Normal Attack": true,
            "Trace Bounds": {
                "X": 75,
                "Y": 75,
                "Z": 75
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            "Can Attack In Air": true,
            "Use Different Attack When In Air": false,
            "In Air Attack": {
                "Animation": "None",
                "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"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "None"
        },
        "Defend": {
            "Can Defend": false,
            "Defend Animation": "None",
            "Can Equip Shield with this Weapon": false,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
            "Is Ranged": false,
            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
                "Single"
            ],
            "Camera Shake Class": "None",
            "Has Recoil": false,
            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
        },
        "Ammo": {
            "Requires Ammo": false,
            "Accepted Ammo": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Aiming": {
            "Has Aim Down Sight": false,
            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
        },
        "Crosshair": {
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            "Crosshair": "None"
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        "Reload": {
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            "Reload Animation": "None",
            "Has automatic reload": false,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Has Manual Reload": false
        },
        "Projectile": {
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            "Projectile Actor": "None",
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            "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
        },
        "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
        },
        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": false,
            "Rotate control to locked target": false,
            "Use outliner": false
        },
        "Damage Types": {
            "Damage Type": "None",
            "Use Secondairy Damage Type For Heavy Attack": false,
            "Secondairy Damage Type": "None"
        },
        "IK": {
            "Use IK to Aim": false,
            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
            },
            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
        },
        "Assigned Attributes": {
            "Non-Persistent Attributes": {
                "Values": [],
                "Lookup Map": []
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            "Persistent Attributes": {
                "Attributes": [],
                "Lookup Map": []
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            "Level Attributes": [],
            "State Effects To Add": {
                "GameplayTags": [],
                "ParentTags": []
            },
            "State Effects To Remove": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Misc Attributes": []
    },
    {
        "Name": "Hands_Gray_Feminine",
        "Generic": {
            "Equipment Type": {
                "TagName": "Items.Equipment.Wearable.Example.Hands_Gray_Feminine"
            },
            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Hands_Gray_Feminine"
            }
        },
        "Equip": {
            "Equipment Actor Class": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Masters/BP_Equipment_LeaderPosed.BP_Equipment_LeaderPosed_C",
            "Do not use equip or unequip animation": true,
            "Equip Animations": {
                "Unequip Animation": "None",
                "Equip Animation from armed": "None",
                "Equip Animation from unarmed": "None"
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            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
            "Visual ammo actor offset": {
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                    "Y": 0,
                    "Z": 0
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                    "Yaw": 0,
                    "Roll": 0
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                "Scale": {
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                    "Y": 1,
                    "Z": 1
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            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Meshes/BrokenDownSkeleton_Quinn/Default/SM_Quinn_Hands_Gray.SM_Quinn_Hands_Gray",
            "Uses Skeletal Mesh": true,
            "Equip as Master Posed Skeletal Mesh": true,
            "Skeletal Mesh": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Meshes/BrokenDownSkeleton_Quinn/Default/SKM_Quinn_Hands_Gray.SKM_Quinn_Hands_Gray",
            "Equip at this slot": "Hands",
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            "Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
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                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
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                "Scale": {
                    "X": 1,
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                    "Z": 1
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            },
            "Secondary Offset": {
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                    "Yaw": 0,
                    "Roll": 0
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                "Scale": {
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                    "Y": 1,
                    "Z": 1
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            },
            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
            "Dual Wield Socket Offset": {
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                    "Y": 0,
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                "Rotation": {
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                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should check gender before equip": true,
            "Accepted on these Genders": [
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            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
            "Use Right Handed Pickup": false,
            "First Person Gun Socket": {
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                    "Y": 0,
                    "Z": 0
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                "Rotation": {
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                    "Yaw": 0,
                    "Roll": 0
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                "Scale": {
                    "X": 1,
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                    "Z": 1
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            },
            "First Person Single Grip": false
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        "Melee": {
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            "Light Attacks": [],
            "Use different light attack animations when in motion": false,
            "Light Attacks when in motion": [],
            "Heavy Attacks": [],
            "Use different heavy attack animations when in motion": false,
            "Heavy Attacks when in motion": [],
            "Has Combo Multiplier": true,
            "Combo Multipliers": [
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                1.1,
                1.15,
                1.2,
                1.25
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            "Consumes on attack": true,
            "Heavy Attack Consumption": [],
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            "Use Different Attack When Looking Down": false,
            "Looking Down Pitch": 0,
            "Looking Down Attack": {
                "Animation": "None",
                "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"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
                "Animation": "None",
                "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"
            },
            "Use Camera Z Rotation For Normal Attack": true,
            "Trace Bounds": {
                "X": 75,
                "Y": 75,
                "Z": 75
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            "Can Attack In Air": true,
            "Use Different Attack When In Air": false,
            "In Air Attack": {
                "Animation": "None",
                "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"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "None"
        },
        "Defend": {
            "Can Defend": false,
            "Defend Animation": "None",
            "Can Equip Shield with this Weapon": false,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
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            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
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            "Camera Shake Class": "None",
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            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
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        "Ammo": {
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            "Accepted Ammo": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Aiming": {
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            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
        },
        "Crosshair": {
            "Has Crosshair": false,
            "Crosshair": "None"
        },
        "Reload": {
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            "Reload Animation": "None",
            "Has automatic reload": false,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Has Manual Reload": false
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        "Projectile": {
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            "Projectile Actor": "None",
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            "Accepted Locking tags": [],
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            "Activate on Impact": false,
            "Sound on activation": "None",
            "Used Ammo instead of weapon as projectile": false,
            "Can Pickup After Ejected": false,
            "Velocity Direction": {
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                "Y": 0,
                "Z": 0
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            "Damage On Impact": false
        },
        "Throwable": {
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            "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
        },
        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": false,
            "Rotate control to locked target": false,
            "Use outliner": false
        },
        "Damage Types": {
            "Damage Type": "None",
            "Use Secondairy Damage Type For Heavy Attack": false,
            "Secondairy Damage Type": "None"
        },
        "IK": {
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            "Hand Bone": "None",
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                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
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            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
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        "Assigned Attributes": {
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                "Values": [],
                "Lookup Map": []
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            "Persistent Attributes": {
                "Attributes": [],
                "Lookup Map": []
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            "Level Attributes": [],
            "State Effects To Add": {
                "GameplayTags": [],
                "ParentTags": []
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            "State Effects To Remove": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Misc Attributes": []
    },
    {
        "Name": "Hands_Gray_Masculine",
        "Generic": {
            "Equipment Type": {
                "TagName": "Items.Equipment.Wearable.Example.Hands_Gray_Masculine"
            },
            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Hands_Gray_Masculine"
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        },
        "Equip": {
            "Equipment Actor Class": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Masters/BP_Equipment_LeaderPosed.BP_Equipment_LeaderPosed_C",
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            "Equip Animations": {
                "Unequip Animation": "None",
                "Equip Animation from armed": "None",
                "Equip Animation from unarmed": "None"
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            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
            "Visual ammo actor offset": {
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                "Scale": {
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            },
            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Meshes/BrokenDownSkeleton_Manny/Default/SM_Manny_Hands_Gray.SM_Manny_Hands_Gray",
            "Uses Skeletal Mesh": true,
            "Equip as Master Posed Skeletal Mesh": true,
            "Skeletal Mesh": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Meshes/BrokenDownSkeleton_Manny/Default/SKM_Manny_Hands_Gray.SKM_Manny_Hands_Gray",
            "Equip at this slot": "Hands",
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            "Socket Offset": {
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                "Scale": {
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                "Scale": {
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            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
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                "Rotation": {
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                "Scale": {
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                    "Z": 1
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            },
            "Should check gender before equip": true,
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            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
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            "First Person Gun Socket": {
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                "Scale": {
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            "First Person Single Grip": false
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        "Melee": {
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            "Light Attacks": [],
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            "Light Attacks when in motion": [],
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            "Heavy Attacks when in motion": [],
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            "Combo Multipliers": [
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            "Consumes on attack": true,
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                "Time between attack": 1,
                "Damage Multiplier": 1,
                "Time Dilation": "None",
                "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
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                "Time between attack": 1,
                "Damage Multiplier": 1,
                "Time Dilation": "None",
                "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
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            "Use Camera Z Rotation For Normal Attack": true,
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                "Y": 75,
                "Z": 75
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            "Can Attack In Air": true,
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                "Percentage Required to be played before being able to start next attack": 0.7,
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                "Time between attack": 1,
                "Damage Multiplier": 1,
                "Time Dilation": "None",
                "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
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                "Time between attack": 1,
                "Damage Multiplier": 1,
                "Time Dilation": "None",
                "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
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            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "None"
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        "Defend": {
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            "Defend Animation": "None",
            "Can Equip Shield with this Weapon": false,
            "Animation Layer to use with shield": "None"
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        "Ranged": {
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            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
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            "Camera Shake Class": "None",
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            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
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        "Ammo": {
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            "Accepted Ammo": {
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                "ParentTags": []
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        },
        "Aiming": {
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            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
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        "Crosshair": {
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            "Crosshair": "None"
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        "Reload": {
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            "Reload Animation": "None",
            "Has automatic reload": false,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Has Manual Reload": false
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        "Projectile": {
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            "Projectile Actor": "None",
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            "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
        },
        "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
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        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": false,
            "Rotate control to locked target": false,
            "Use outliner": false
        },
        "Damage Types": {
            "Damage Type": "None",
            "Use Secondairy Damage Type For Heavy Attack": false,
            "Secondairy Damage Type": "None"
        },
        "IK": {
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            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
            },
            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
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        "Assigned Attributes": {
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                "Lookup Map": []
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            "Level Attributes": [],
            "State Effects To Add": {
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            "State Effects To Remove": {
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                "ParentTags": []
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        },
        "Misc Attributes": []
    },
    {
        "Name": "Head_DarkBlack_Feminine",
        "Generic": {
            "Equipment Type": {
                "TagName": "Items.Equipment.Wearable.Example.Head_DarkBlack_Feminine"
            },
            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Head_DarkBlack_Feminine"
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        },
        "Equip": {
            "Equipment Actor Class": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Masters/BP_Equipment_LeaderPosed.BP_Equipment_LeaderPosed_C",
            "Do not use equip or unequip animation": true,
            "Equip Animations": {
                "Unequip Animation": "None",
                "Equip Animation from armed": "None",
                "Equip Animation from unarmed": "None"
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            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
            "Visual ammo actor offset": {
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                "Scale": {
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            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
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            "Uses Skeletal Mesh": true,
            "Equip as Master Posed Skeletal Mesh": true,
            "Skeletal Mesh": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Meshes/BrokenDownSkeleton_Quinn/Dark_Black/SKM_Quinn_Head_DarkBlack.SKM_Quinn_Head_DarkBlack",
            "Equip at this slot": "Head",
            "Attach at this socket": "Body",
            "Socket Offset": {
                "Location": {
                    "X": 0,
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                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "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
                }
            },
            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
            "Dual Wield Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should check gender before equip": true,
            "Accepted on these Genders": [
                "Feminine"
            ],
            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
            "Use Right Handed Pickup": false,
            "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
                }
            },
            "First Person Single Grip": false
        },
        "Melee": {
            "Has Melee": false,
            "Light Attacks": [],
            "Use different light attack animations when in motion": false,
            "Light Attacks when in motion": [],
            "Heavy Attacks": [],
            "Use different heavy attack animations when in motion": false,
            "Heavy Attacks when in motion": [],
            "Has Combo Multiplier": true,
            "Combo Multipliers": [
                1.05,
                1.1,
                1.15,
                1.2,
                1.25
            ],
            "Consumes on attack": true,
            "Heavy Attack Consumption": [],
            "Light Attack Consumption": [],
            "Use Different Attack When Looking Down": false,
            "Looking Down Pitch": 0,
            "Looking Down Attack": {
                "Animation": "None",
                "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"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
                "Animation": "None",
                "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"
            },
            "Use Camera Z Rotation For Normal Attack": true,
            "Trace Bounds": {
                "X": 75,
                "Y": 75,
                "Z": 75
            },
            "Can Attack In Air": true,
            "Use Different Attack When In Air": false,
            "In Air Attack": {
                "Animation": "None",
                "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"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "None"
        },
        "Defend": {
            "Can Defend": false,
            "Defend Animation": "None",
            "Can Equip Shield with this Weapon": false,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
            "Is Ranged": false,
            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
                "Single"
            ],
            "Camera Shake Class": "None",
            "Has Recoil": false,
            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
        },
        "Ammo": {
            "Requires Ammo": false,
            "Accepted Ammo": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Aiming": {
            "Has Aim Down Sight": false,
            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
        },
        "Crosshair": {
            "Has Crosshair": false,
            "Crosshair": "None"
        },
        "Reload": {
            "Has Reload": false,
            "Reload Animation": "None",
            "Has automatic reload": false,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Has Manual Reload": 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
        },
        "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
        },
        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": false,
            "Rotate control to locked target": false,
            "Use outliner": false
        },
        "Damage Types": {
            "Damage Type": "None",
            "Use Secondairy Damage Type For Heavy Attack": false,
            "Secondairy Damage Type": "None"
        },
        "IK": {
            "Use IK to Aim": false,
            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
            },
            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
        },
        "Assigned Attributes": {
            "Non-Persistent Attributes": {
                "Values": [],
                "Lookup Map": []
            },
            "Persistent Attributes": {
                "Attributes": [],
                "Lookup Map": []
            },
            "Level Attributes": [],
            "State Effects To Add": {
                "GameplayTags": [],
                "ParentTags": []
            },
            "State Effects To Remove": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Misc Attributes": []
    },
    {
        "Name": "Head_DarkBlack_Masculine",
        "Generic": {
            "Equipment Type": {
                "TagName": "Items.Equipment.Wearable.Example.Head_DarkBlack_Masculine"
            },
            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Head_DarkBlack_Masculine"
            }
        },
        "Equip": {
            "Equipment Actor Class": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Masters/BP_Equipment_LeaderPosed.BP_Equipment_LeaderPosed_C",
            "Do not use equip or unequip animation": true,
            "Equip Animations": {
                "Unequip Animation": "None",
                "Equip Animation from armed": "None",
                "Equip Animation from unarmed": "None"
            },
            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
            "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
                }
            },
            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Meshes/BrokenDownSkeleton_Manny/Dark_black/SM_Manny_Head_DarkBlack.SM_Manny_Head_DarkBlack",
            "Uses Skeletal Mesh": true,
            "Equip as Master Posed Skeletal Mesh": true,
            "Skeletal Mesh": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Meshes/BrokenDownSkeleton_Manny/Dark_black/SKM_Manny_Head_DarkBlack.SKM_Manny_Head_DarkBlack",
            "Equip at this slot": "Head",
            "Attach at this socket": "Body",
            "Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "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
                }
            },
            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
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                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should check gender before equip": true,
            "Accepted on these Genders": [
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            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
            "Use Right Handed Pickup": false,
            "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
                }
            },
            "First Person Single Grip": false
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        "Melee": {
            "Has Melee": false,
            "Light Attacks": [],
            "Use different light attack animations when in motion": false,
            "Light Attacks when in motion": [],
            "Heavy Attacks": [],
            "Use different heavy attack animations when in motion": false,
            "Heavy Attacks when in motion": [],
            "Has Combo Multiplier": true,
            "Combo Multipliers": [
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                1.1,
                1.15,
                1.2,
                1.25
            ],
            "Consumes on attack": true,
            "Heavy Attack Consumption": [],
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            "Use Different Attack When Looking Down": false,
            "Looking Down Pitch": 0,
            "Looking Down Attack": {
                "Animation": "None",
                "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"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
                "Animation": "None",
                "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"
            },
            "Use Camera Z Rotation For Normal Attack": true,
            "Trace Bounds": {
                "X": 75,
                "Y": 75,
                "Z": 75
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            "Can Attack In Air": true,
            "Use Different Attack When In Air": false,
            "In Air Attack": {
                "Animation": "None",
                "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"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "None"
        },
        "Defend": {
            "Can Defend": false,
            "Defend Animation": "None",
            "Can Equip Shield with this Weapon": false,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
            "Is Ranged": false,
            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
                "Single"
            ],
            "Camera Shake Class": "None",
            "Has Recoil": false,
            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
        },
        "Ammo": {
            "Requires Ammo": false,
            "Accepted Ammo": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Aiming": {
            "Has Aim Down Sight": false,
            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
        },
        "Crosshair": {
            "Has Crosshair": false,
            "Crosshair": "None"
        },
        "Reload": {
            "Has Reload": false,
            "Reload Animation": "None",
            "Has automatic reload": false,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Has Manual Reload": 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
        },
        "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
        },
        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": false,
            "Rotate control to locked target": false,
            "Use outliner": false
        },
        "Damage Types": {
            "Damage Type": "None",
            "Use Secondairy Damage Type For Heavy Attack": false,
            "Secondairy Damage Type": "None"
        },
        "IK": {
            "Use IK to Aim": false,
            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
            },
            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
        },
        "Assigned Attributes": {
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                "Values": [],
                "Lookup Map": []
            },
            "Persistent Attributes": {
                "Attributes": [],
                "Lookup Map": []
            },
            "Level Attributes": [],
            "State Effects To Add": {
                "GameplayTags": [],
                "ParentTags": []
            },
            "State Effects To Remove": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Misc Attributes": []
    },
    {
        "Name": "Head_DarkRed_Feminine",
        "Generic": {
            "Equipment Type": {
                "TagName": "Items.Equipment.Wearable.Example.Head_DarkRed_Feminine"
            },
            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Head_DarkRed_Feminine"
            }
        },
        "Equip": {
            "Equipment Actor Class": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Masters/BP_Equipment_LeaderPosed.BP_Equipment_LeaderPosed_C",
            "Do not use equip or unequip animation": true,
            "Equip Animations": {
                "Unequip Animation": "None",
                "Equip Animation from armed": "None",
                "Equip Animation from unarmed": "None"
            },
            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
            "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
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            },
            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Meshes/BrokenDownSkeleton_Quinn/Dark_Red/SM_Quinn_Head_DarkRed.SM_Quinn_Head_DarkRed",
            "Uses Skeletal Mesh": true,
            "Equip as Master Posed Skeletal Mesh": true,
            "Skeletal Mesh": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Meshes/BrokenDownSkeleton_Quinn/Dark_Red/SKM_Quinn_Head_DarkRed.SKM_Quinn_Head_DarkRed",
            "Equip at this slot": "Head",
            "Attach at this socket": "Body",
            "Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Secondary Offset": {
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                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
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                    "Z": 1
                }
            },
            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
            "Dual Wield Socket Offset": {
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                    "Z": 0
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                "Rotation": {
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                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should check gender before equip": true,
            "Accepted on these Genders": [
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            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
            "Use Right Handed Pickup": false,
            "First Person Gun Socket": {
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                    "X": 0,
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                "Rotation": {
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                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "First Person Single Grip": false
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        "Melee": {
            "Has Melee": false,
            "Light Attacks": [],
            "Use different light attack animations when in motion": false,
            "Light Attacks when in motion": [],
            "Heavy Attacks": [],
            "Use different heavy attack animations when in motion": false,
            "Heavy Attacks when in motion": [],
            "Has Combo Multiplier": true,
            "Combo Multipliers": [
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                1.1,
                1.15,
                1.2,
                1.25
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            "Consumes on attack": true,
            "Heavy Attack Consumption": [],
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            "Use Different Attack When Looking Down": false,
            "Looking Down Pitch": 0,
            "Looking Down Attack": {
                "Animation": "None",
                "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"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
                "Animation": "None",
                "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"
            },
            "Use Camera Z Rotation For Normal Attack": true,
            "Trace Bounds": {
                "X": 75,
                "Y": 75,
                "Z": 75
            },
            "Can Attack In Air": true,
            "Use Different Attack When In Air": false,
            "In Air Attack": {
                "Animation": "None",
                "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"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "None"
        },
        "Defend": {
            "Can Defend": false,
            "Defend Animation": "None",
            "Can Equip Shield with this Weapon": false,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
            "Is Ranged": false,
            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
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            ],
            "Camera Shake Class": "None",
            "Has Recoil": false,
            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
        },
        "Ammo": {
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            "Accepted Ammo": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Aiming": {
            "Has Aim Down Sight": false,
            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
        },
        "Crosshair": {
            "Has Crosshair": false,
            "Crosshair": "None"
        },
        "Reload": {
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            "Reload Animation": "None",
            "Has automatic reload": false,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Has Manual Reload": false
        },
        "Projectile": {
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            "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
        },
        "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
        },
        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": false,
            "Rotate control to locked target": false,
            "Use outliner": false
        },
        "Damage Types": {
            "Damage Type": "None",
            "Use Secondairy Damage Type For Heavy Attack": false,
            "Secondairy Damage Type": "None"
        },
        "IK": {
            "Use IK to Aim": false,
            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
            },
            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
        },
        "Assigned Attributes": {
            "Non-Persistent Attributes": {
                "Values": [],
                "Lookup Map": []
            },
            "Persistent Attributes": {
                "Attributes": [],
                "Lookup Map": []
            },
            "Level Attributes": [],
            "State Effects To Add": {
                "GameplayTags": [],
                "ParentTags": []
            },
            "State Effects To Remove": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Misc Attributes": []
    },
    {
        "Name": "Head_DarkRed_Masculine",
        "Generic": {
            "Equipment Type": {
                "TagName": "Items.Equipment.Wearable.Example.Head_DarkRed_Masculine"
            },
            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Head_DarkRed_Masculine"
            }
        },
        "Equip": {
            "Equipment Actor Class": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Masters/BP_Equipment_LeaderPosed.BP_Equipment_LeaderPosed_C",
            "Do not use equip or unequip animation": true,
            "Equip Animations": {
                "Unequip Animation": "None",
                "Equip Animation from armed": "None",
                "Equip Animation from unarmed": "None"
            },
            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
            "Visual ammo actor offset": {
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                    "Y": 0,
                    "Z": 0
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                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
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            },
            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Meshes/BrokenDownSkeleton_Manny/Dark_Red/SM_Manny_Head_DarkRed.SM_Manny_Head_DarkRed",
            "Uses Skeletal Mesh": true,
            "Equip as Master Posed Skeletal Mesh": true,
            "Skeletal Mesh": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Meshes/BrokenDownSkeleton_Manny/Dark_Red/SKM_Manny_Head_DarkRed.SKM_Manny_Head_DarkRed",
            "Equip at this slot": "Head",
            "Attach at this socket": "Body",
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                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
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                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
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            },
            "Secondary Offset": {
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                    "Y": 0,
                    "Z": 0
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                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
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            },
            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
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                    "Y": 0,
                    "Z": 0
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                "Rotation": {
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                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should check gender before equip": true,
            "Accepted on these Genders": [
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            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
            "Use Right Handed Pickup": false,
            "First Person Gun Socket": {
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                    "X": 0,
                    "Y": 0,
                    "Z": 0
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                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "First Person Single Grip": false
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        "Melee": {
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            "Light Attacks": [],
            "Use different light attack animations when in motion": false,
            "Light Attacks when in motion": [],
            "Heavy Attacks": [],
            "Use different heavy attack animations when in motion": false,
            "Heavy Attacks when in motion": [],
            "Has Combo Multiplier": true,
            "Combo Multipliers": [
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                1.1,
                1.15,
                1.2,
                1.25
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            "Consumes on attack": true,
            "Heavy Attack Consumption": [],
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            "Use Different Attack When Looking Down": false,
            "Looking Down Pitch": 0,
            "Looking Down Attack": {
                "Animation": "None",
                "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"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
                "Animation": "None",
                "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"
            },
            "Use Camera Z Rotation For Normal Attack": true,
            "Trace Bounds": {
                "X": 75,
                "Y": 75,
                "Z": 75
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            "Can Attack In Air": true,
            "Use Different Attack When In Air": false,
            "In Air Attack": {
                "Animation": "None",
                "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"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "None"
        },
        "Defend": {
            "Can Defend": false,
            "Defend Animation": "None",
            "Can Equip Shield with this Weapon": false,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
            "Is Ranged": false,
            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
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            "Camera Shake Class": "None",
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            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
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        "Ammo": {
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            "Accepted Ammo": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Aiming": {
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            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
        },
        "Crosshair": {
            "Has Crosshair": false,
            "Crosshair": "None"
        },
        "Reload": {
            "Has Reload": false,
            "Reload Animation": "None",
            "Has automatic reload": false,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
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        "Projectile": {
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            "Projectile Actor": "None",
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            "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": {
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                "Y": 0,
                "Z": 0
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            "Damage On Impact": false
        },
        "Throwable": {
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            "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
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        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": false,
            "Rotate control to locked target": false,
            "Use outliner": false
        },
        "Damage Types": {
            "Damage Type": "None",
            "Use Secondairy Damage Type For Heavy Attack": false,
            "Secondairy Damage Type": "None"
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        "IK": {
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            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
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            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
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        "Assigned Attributes": {
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                "Values": [],
                "Lookup Map": []
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            "Persistent Attributes": {
                "Attributes": [],
                "Lookup Map": []
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            "Level Attributes": [],
            "State Effects To Add": {
                "GameplayTags": [],
                "ParentTags": []
            },
            "State Effects To Remove": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Misc Attributes": []
    },
    {
        "Name": "Head_Gray_Feminine",
        "Generic": {
            "Equipment Type": {
                "TagName": "Items.Equipment.Wearable.Example.Head_Gray_Feminine"
            },
            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Head_Gray_Feminine"
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        },
        "Equip": {
            "Equipment Actor Class": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Masters/BP_Equipment_LeaderPosed.BP_Equipment_LeaderPosed_C",
            "Do not use equip or unequip animation": true,
            "Equip Animations": {
                "Unequip Animation": "None",
                "Equip Animation from armed": "None",
                "Equip Animation from unarmed": "None"
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            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
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                "Scale": {
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            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
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            "Uses Skeletal Mesh": true,
            "Equip as Master Posed Skeletal Mesh": true,
            "Skeletal Mesh": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Meshes/BrokenDownSkeleton_Quinn/Default/SKM_Quinn_Head_Gray.SKM_Quinn_Head_Gray",
            "Equip at this slot": "Head",
            "Attach at this socket": "Body",
            "Socket Offset": {
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                    "Yaw": 0,
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                "Scale": {
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                "Scale": {
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            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
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                },
                "Scale": {
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                    "Z": 1
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            },
            "Should check gender before equip": true,
            "Accepted on these Genders": [
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            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
            "Use Right Handed Pickup": false,
            "First Person Gun Socket": {
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                "Scale": {
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            "First Person Single Grip": false
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        "Melee": {
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            "Light Attacks when in motion": [],
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            "Heavy Attacks when in motion": [],
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            "Combo Multipliers": [
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                "Percentage Required to be played before being able to start next attack": 0.7,
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                "Time between attack": 1,
                "Damage Multiplier": 1,
                "Time Dilation": "None",
                "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
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                "Time between attack": 1,
                "Damage Multiplier": 1,
                "Time Dilation": "None",
                "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
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            "Use Camera Z Rotation For Normal Attack": true,
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                "Y": 75,
                "Z": 75
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            "Can Attack In Air": true,
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                "Time between attack": 1,
                "Damage Multiplier": 1,
                "Time Dilation": "None",
                "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
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            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
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                "Percentage Required to be played before being able to start next attack": 0.7,
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                "Damage Multiplier": 1,
                "Time Dilation": "None",
                "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
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            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "None"
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        "Defend": {
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            "Defend Animation": "None",
            "Can Equip Shield with this Weapon": false,
            "Animation Layer to use with shield": "None"
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        "Ranged": {
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            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
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            "Camera Shake Class": "None",
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            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
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        "Ammo": {
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            "Accepted Ammo": {
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                "ParentTags": []
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        "Aiming": {
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            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
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        "Crosshair": {
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            "Crosshair": "None"
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        "Reload": {
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            "Reload Animation": "None",
            "Has automatic reload": false,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
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        "Projectile": {
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            "Projectile Actor": "None",
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            "Accepted Locking tags": [],
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            "Sound on activation": "None",
            "Used Ammo instead of weapon as projectile": false,
            "Can Pickup After Ejected": false,
            "Velocity Direction": {
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                "Y": 0,
                "Z": 0
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            "Damage On Impact": false
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        "Throwable": {
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            "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
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        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": false,
            "Rotate control to locked target": false,
            "Use outliner": false
        },
        "Damage Types": {
            "Damage Type": "None",
            "Use Secondairy Damage Type For Heavy Attack": false,
            "Secondairy Damage Type": "None"
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        "IK": {
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            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
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            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
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        "Assigned Attributes": {
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                "Lookup Map": []
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            "Persistent Attributes": {
                "Attributes": [],
                "Lookup Map": []
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            "Level Attributes": [],
            "State Effects To Add": {
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            "State Effects To Remove": {
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                "ParentTags": []
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        },
        "Misc Attributes": []
    },
    {
        "Name": "Head_Gray_Masculine",
        "Generic": {
            "Equipment Type": {
                "TagName": "Items.Equipment.Wearable.Example.Head_Gray_Masculine"
            },
            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Head_Gray_Masculine"
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        "Equip": {
            "Equipment Actor Class": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Masters/BP_Equipment_LeaderPosed.BP_Equipment_LeaderPosed_C",
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            "Equip Animations": {
                "Unequip Animation": "None",
                "Equip Animation from armed": "None",
                "Equip Animation from unarmed": "None"
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            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
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            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Meshes/BrokenDownSkeleton_Manny/Default/SM_Manny_Head_Gray.SM_Manny_Head_Gray",
            "Uses Skeletal Mesh": true,
            "Equip as Master Posed Skeletal Mesh": true,
            "Skeletal Mesh": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Meshes/BrokenDownSkeleton_Manny/Default/SKM_Manny_Head_Gray.SKM_Manny_Head_Gray",
            "Equip at this slot": "Head",
            "Attach at this socket": "Body",
            "Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "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
                }
            },
            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
            "Dual Wield Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should check gender before equip": true,
            "Accepted on these Genders": [
                "Masculine"
            ],
            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
            "Use Right Handed Pickup": false,
            "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
                }
            },
            "First Person Single Grip": false
        },
        "Melee": {
            "Has Melee": false,
            "Light Attacks": [],
            "Use different light attack animations when in motion": false,
            "Light Attacks when in motion": [],
            "Heavy Attacks": [],
            "Use different heavy attack animations when in motion": false,
            "Heavy Attacks when in motion": [],
            "Has Combo Multiplier": true,
            "Combo Multipliers": [
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                1.1,
                1.15,
                1.2,
                1.25
            ],
            "Consumes on attack": true,
            "Heavy Attack Consumption": [],
            "Light Attack Consumption": [],
            "Use Different Attack When Looking Down": false,
            "Looking Down Pitch": 0,
            "Looking Down Attack": {
                "Animation": "None",
                "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"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
                "Animation": "None",
                "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"
            },
            "Use Camera Z Rotation For Normal Attack": true,
            "Trace Bounds": {
                "X": 75,
                "Y": 75,
                "Z": 75
            },
            "Can Attack In Air": true,
            "Use Different Attack When In Air": false,
            "In Air Attack": {
                "Animation": "None",
                "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"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "None"
        },
        "Defend": {
            "Can Defend": false,
            "Defend Animation": "None",
            "Can Equip Shield with this Weapon": false,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
            "Is Ranged": false,
            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
                "Single"
            ],
            "Camera Shake Class": "None",
            "Has Recoil": false,
            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
        },
        "Ammo": {
            "Requires Ammo": false,
            "Accepted Ammo": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Aiming": {
            "Has Aim Down Sight": false,
            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
        },
        "Crosshair": {
            "Has Crosshair": false,
            "Crosshair": "None"
        },
        "Reload": {
            "Has Reload": false,
            "Reload Animation": "None",
            "Has automatic reload": false,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Has Manual Reload": false
        },
        "Projectile": {
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            "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
        },
        "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
        },
        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": false,
            "Rotate control to locked target": false,
            "Use outliner": false
        },
        "Damage Types": {
            "Damage Type": "None",
            "Use Secondairy Damage Type For Heavy Attack": false,
            "Secondairy Damage Type": "None"
        },
        "IK": {
            "Use IK to Aim": false,
            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
            },
            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
        },
        "Assigned Attributes": {
            "Non-Persistent Attributes": {
                "Values": [],
                "Lookup Map": []
            },
            "Persistent Attributes": {
                "Attributes": [],
                "Lookup Map": []
            },
            "Level Attributes": [],
            "State Effects To Add": {
                "GameplayTags": [],
                "ParentTags": []
            },
            "State Effects To Remove": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Misc Attributes": []
    },
    {
        "Name": "Iron_Hatchet",
        "Generic": {
            "Equipment Type": {
                "TagName": "Items.Equipment.Melee.Hatchet.Iron_Hatchet"
            },
            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Iron_Hatchet"
            }
        },
        "Equip": {
            "Equipment Actor Class": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Implementations/BP_Equipment_Hatchet.BP_Equipment_Hatchet_C",
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            "Equip Animations": {
                "Unequip Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Actions/AM_MM_Generic_Unequip.AM_MM_Generic_Unequip",
                "Equip Animation from armed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic",
                "Equip Animation from unarmed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic"
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            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
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                    "X": 0,
                    "Y": 0,
                    "Z": 0
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                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "/Game/Hyper/ResourcePack/Tools/Hatchet/SM_Hatchet_Iron.SM_Hatchet_Iron",
            "Uses Skeletal Mesh": false,
            "Equip as Master Posed Skeletal Mesh": false,
            "Skeletal Mesh": "None",
            "Equip at this slot": "Primary Weapon",
            "Attach at this socket": "weapon_r",
            "Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 180,
                    "Roll": 15
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Secondary Offset": {
                "Location": {
                    "X": 0,
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                    "Z": 0
                },
                "Rotation": {
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                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
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                "Location": {
                    "X": 0,
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                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should check gender before equip": false,
            "Accepted on these Genders": [],
            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
            "Use Right Handed Pickup": false,
            "First Person Gun Socket": {
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                    "X": 0,
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                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "First Person Single Grip": false
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        "Melee": {
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                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Actions/Swing/AM_Swing_Hatchet_Montage.AM_Swing_Hatchet_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"
                }
            ],
            "Use different light attack animations when in motion": false,
            "Light Attacks when in motion": [],
            "Heavy Attacks": [],
            "Use different heavy attack animations when in motion": false,
            "Heavy Attacks when in motion": [],
            "Has Combo Multiplier": true,
            "Combo Multipliers": [
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                1.1,
                1.15,
                1.2,
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            "Consumes on attack": true,
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            "Use Different Attack When Looking Down": true,
            "Looking Down Pitch": -60,
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                "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Actions/Swing/AM_Swing_sword_upperhand_Montage.AM_Swing_sword_upperhand_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": "None",
                "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
                "Animation": "None",
                "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"
            },
            "Use Camera Z Rotation For Normal Attack": false,
            "Trace Bounds": {
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                "Y": 100,
                "Z": 100
            },
            "Can Attack In Air": true,
            "Use Different Attack When In Air": false,
            "In Air Attack": {
                "Animation": "None",
                "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"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "/Game/Hyper/Core/Equipment_Manager/Datamodel/DataAssets/DA_Surface_Sounds_Base.DA_Surface_Sounds_Base"
        },
        "Defend": {
            "Can Defend": true,
            "Defend Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Block/Anim_Sword_Block.Anim_Sword_Block",
            "Can Equip Shield with this Weapon": false,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
            "Is Ranged": false,
            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
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            ],
            "Camera Shake Class": "None",
            "Has Recoil": false,
            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
        },
        "Ammo": {
            "Requires Ammo": false,
            "Accepted Ammo": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Aiming": {
            "Has Aim Down Sight": false,
            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
        },
        "Crosshair": {
            "Has Crosshair": false,
            "Crosshair": "None"
        },
        "Reload": {
            "Has Reload": false,
            "Reload Animation": "None",
            "Has automatic reload": false,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Has Manual Reload": 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
        },
        "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
        },
        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": true,
            "Rotate control to locked target": true,
            "Use outliner": true
        },
        "Damage Types": {
            "Damage Type": "/Game/Hyper/ResourcePack/DamageTypes/DT_Combat.DT_Combat_C",
            "Use Secondairy Damage Type For Heavy Attack": false,
            "Secondairy Damage Type": "None"
        },
        "IK": {
            "Use IK to Aim": false,
            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
            },
            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
        },
        "Assigned Attributes": {
            "Non-Persistent Attributes": {
                "Values": [],
                "Lookup Map": []
            },
            "Persistent Attributes": {
                "Attributes": [
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Generic.Base Damage"
                        },
                        "Attribute": {
                            "Base": 15,
                            "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": []
    },
    {
        "Name": "Iron_Pickaxe",
        "Generic": {
            "Equipment Type": {
                "TagName": "Items.Equipment.Melee.Pickaxe.Iron_Pickaxe"
            },
            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Iron_Pickaxe"
            }
        },
        "Equip": {
            "Equipment Actor Class": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Masters/BP_Equipment_Melee.BP_Equipment_Melee_C",
            "Do not use equip or unequip animation": false,
            "Equip Animations": {
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                "Equip Animation from armed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic",
                "Equip Animation from unarmed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic"
            },
            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
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                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "/Game/Hyper/ResourcePack/Tools/Pickaxe/SM_Pickaxe_Iron.SM_Pickaxe_Iron",
            "Uses Skeletal Mesh": false,
            "Equip as Master Posed Skeletal Mesh": false,
            "Skeletal Mesh": "None",
            "Equip at this slot": "Primary Weapon",
            "Attach at this socket": "weapon_r",
            "Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 180,
                    "Roll": 15
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Secondary Offset": {
                "Location": {
                    "X": 0,
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                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
            "Dual Wield Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should check gender before equip": false,
            "Accepted on these Genders": [],
            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
            "Use Right Handed Pickup": false,
            "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
                }
            },
            "First Person Single Grip": false
        },
        "Melee": {
            "Has Melee": true,
            "Light Attacks": [
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Actions/Swing/AM_Swing_sword_upperhand_Montage.AM_Swing_sword_upperhand_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": 0.6,
                    "Damage Multiplier": -1,
                    "Time Dilation": "None",
                    "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
                }
            ],
            "Use different light attack animations when in motion": false,
            "Light Attacks when in motion": [],
            "Heavy Attacks": [],
            "Use different heavy attack animations when in motion": false,
            "Heavy Attacks when in motion": [],
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            "Combo Multipliers": [
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                1.1,
                1.15,
                1.2,
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            "Consumes on attack": true,
            "Heavy Attack Consumption": [],
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            "Use Different Attack When Looking Down": false,
            "Looking Down Pitch": 0,
            "Looking Down Attack": {
                "Animation": "None",
                "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"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
                "Animation": "None",
                "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"
            },
            "Use Camera Z Rotation For Normal Attack": true,
            "Trace Bounds": {
                "X": 75,
                "Y": 100,
                "Z": 100
            },
            "Can Attack In Air": true,
            "Use Different Attack When In Air": false,
            "In Air Attack": {
                "Animation": "None",
                "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"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "Percentage Required to be played before being able to start next attack": 0.7,
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                "Time between attack": 1,
                "Damage Multiplier": 1,
                "Time Dilation": "None",
                "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "/Game/Hyper/Core/Equipment_Manager/Datamodel/DataAssets/DA_Surface_Sounds_Base.DA_Surface_Sounds_Base"
        },
        "Defend": {
            "Can Defend": true,
            "Defend Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Block/Anim_Sword_Block.Anim_Sword_Block",
            "Can Equip Shield with this Weapon": false,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
            "Is Ranged": false,
            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
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            "Camera Shake Class": "None",
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            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
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        "Ammo": {
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            "Accepted Ammo": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Aiming": {
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            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
        },
        "Crosshair": {
            "Has Crosshair": false,
            "Crosshair": "None"
        },
        "Reload": {
            "Has Reload": false,
            "Reload Animation": "None",
            "Has automatic reload": false,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Has Manual Reload": false
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        "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
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            "Damage On Impact": false
        },
        "Throwable": {
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            "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",
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            "Use Projectile Trajectory Prediction": false
        },
        "Hit Animations": "None",
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            "Can lock onto target with this weapon": true,
            "Rotate control to locked target": true,
            "Use outliner": true
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        "Damage Types": {
            "Damage Type": "/Game/Hyper/ResourcePack/DamageTypes/DT_Combat.DT_Combat_C",
            "Use Secondairy Damage Type For Heavy Attack": false,
            "Secondairy Damage Type": "None"
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            "Use IK to Aim": false,
            "Hand Bone": "None",
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                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
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            "Use Left Hand IK On All Animations": false,
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        "Assigned Attributes": {
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                "ParentTags": []
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        "Misc Attributes": []
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    {
        "Name": "Legend_Blade",
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            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
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            "Should Spawn Visual Ammo Actor": false,
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            "Should Switch Anim Layer on Equip": false,
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            "Equip as Master Posed Skeletal Mesh": false,
            "Skeletal Mesh": "None",
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                "Location": {
                    "X": -12,
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                    "Pitch": 65,
                    "Yaw": 182,
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                "Scale": {
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            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
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                "Rotation": {
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            "Should check gender before equip": false,
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                "Scale": {
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                    "Z": 1
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            "First Person Single Grip": false
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                {
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                {
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                {
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            "Use different looking down attack animations when in motion": false,
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            "Use Camera Z Rotation For Normal Attack": true,
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                "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
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            "Use different air attack animations when in motion": false,
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                "Damage Multiplier": 1,
                "Time Dilation": "None",
                "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
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            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "/Game/Hyper/Core/Equipment_Manager/Datamodel/DataAssets/DA_Surface_Sounds_Base.DA_Surface_Sounds_Base"
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        "Defend": {
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            "Animation Layer to use with shield": "None"
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        "Ranged": {
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            "Automatically Zoom In When Firing In First Person": true,
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            "Animation in equipped mesh": "None",
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            "Has Recoil Recovery": false,
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                "ParentTags": []
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        "Aiming": {
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        "Crosshair": {
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            "Crosshair": "None"
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        "Reload": {
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            "Reload Animation": "None",
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            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
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        "Projectile": {
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            "Accepted Locking tags": [],
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            "Sound on activation": "None",
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            "Can Pickup After Ejected": false,
            "Velocity Direction": {
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                "Y": 0,
                "Z": 0
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            "Damage On Impact": false
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        "Throwable": {
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            "Can Charge Throwable?": false,
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            "Can Penetrate and Stick on Impact": false,
            "Can stick to this tag": "(",
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            "Charge Animation": "None",
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        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": true,
            "Rotate control to locked target": false,
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        "Damage Types": {
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            "Secondairy Damage Type": "/Game/Hyper/ResourcePack/DamageTypes/DT_Heavy.DT_Heavy_C"
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        "IK": {
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            "Hand Bone": "None",
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                "Roll": 0
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            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
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        "Assigned Attributes": {
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                    {
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                    {
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                "Lookup Map": []
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            "Level Attributes": [],
            "State Effects To Add": {
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                "ParentTags": []
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        "Misc Attributes": []
    },
    {
        "Name": "Legend_Bow",
        "Generic": {
            "Equipment Type": {
                "TagName": "Items.Equipment.Bow.Legend_Bow"
            },
            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Legend_Bow"
            }
        },
        "Equip": {
            "Equipment Actor Class": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Implementations/BP_Equipment_Bow.BP_Equipment_Bow_C",
            "Do not use equip or unequip animation": false,
            "Equip Animations": {
                "Unequip Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Actions/AM_MM_Generic_Unequip.AM_MM_Generic_Unequip",
                "Equip Animation from armed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic",
                "Equip Animation from unarmed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic"
            },
            "Should Spawn Visual Ammo Actor": true,
            "Visual Ammo Actor": "/Game/Hyper/ReplicationSubSystem/Blueprints/Actor_Spawn/BP_Generic_Actor_Spawn_Quiver.BP_Generic_Actor_Spawn_Quiver_C",
            "Visual ammo actor socket": "Backpack",
            "Visual ammo actor offset": {
                "Location": {
                    "X": 0,
                    "Y": -10,
                    "Z": -40
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 15
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "None",
            "Uses Skeletal Mesh": true,
            "Equip as Master Posed Skeletal Mesh": false,
            "Skeletal Mesh": "/Game/Hyper/ResourcePack/Weapons/Bows/Bow_Legend/SkeletalMesh/SKM_Bow_Legend.SKM_Bow_Legend",
            "Equip at this slot": "Primary Weapon",
            "Attach at this socket": "weapon_l",
            "Socket Offset": {
                "Location": {
                    "X": 5,
                    "Y": 0,
                    "Z": -3
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": -4,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Secondary Offset": {
                "Location": {
                    "X": -80,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
            "Dual Wield Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should check gender before equip": false,
            "Accepted on these Genders": [],
            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
            "Use Right Handed Pickup": true,
            "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
                }
            },
            "First Person Single Grip": false
        },
        "Melee": {
            "Has Melee": false,
            "Light Attacks": [],
            "Use different light attack animations when in motion": false,
            "Light Attacks when in motion": [],
            "Heavy Attacks": [],
            "Use different heavy attack animations when in motion": false,
            "Heavy Attacks when in motion": [],
            "Has Combo Multiplier": true,
            "Combo Multipliers": [
                1.05,
                1.1,
                1.15,
                1.2,
                1.25
            ],
            "Consumes on attack": true,
            "Heavy Attack Consumption": [],
            "Light Attack Consumption": [],
            "Use Different Attack When Looking Down": false,
            "Looking Down Pitch": 0,
            "Looking Down Attack": {
                "Animation": "None",
                "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"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
                "Animation": "None",
                "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"
            },
            "Use Camera Z Rotation For Normal Attack": true,
            "Trace Bounds": {
                "X": 75,
                "Y": 75,
                "Z": 75
            },
            "Can Attack In Air": true,
            "Use Different Attack When In Air": false,
            "In Air Attack": {
                "Animation": "None",
                "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"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "/Game/Hyper/Core/Equipment_Manager/Datamodel/DataAssets/DA_Surface_Sounds_Base.DA_Surface_Sounds_Base"
        },
        "Defend": {
            "Can Defend": false,
            "Defend Animation": "None",
            "Can Equip Shield with this Weapon": false,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
            "Is Ranged": true,
            "Fire Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Bow/Fire/AM_Bow_Draw_Montage.AM_Bow_Draw_Montage",
            "Require aiming to fire": true,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "/Game/Hyper/ResourcePack/Effects/Particles/Footsteps/Niagara/NS_Echo_Footstep_Dust.NS_Echo_Footstep_Dust",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
                "Single"
            ],
            "Camera Shake Class": "/Game/Hyper/Equipment_Manager/Blueprints/CameraShakes/CS_Weapon_Fire_Pistol.CS_Weapon_Fire_Pistol_C",
            "Has Recoil": false,
            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
        },
        "Ammo": {
            "Requires Ammo": true,
            "Accepted Ammo": {
                "GameplayTags": [
                    {
                        "TagName": "Items.Equipment.Ammunition.Arrow.Wooden_Arrow"
                    },
                    {
                        "TagName": "Items.Equipment.Ammunition.Arrow.Iron_Arrow"
                    },
                    {
                        "TagName": "Items.Equipment.Ammunition.Arrow.Stone_Arrow"
                    },
                    {
                        "TagName": "Items.Equipment.Ammunition.Arrow.Steel_Arrow"
                    },
                    {
                        "TagName": "Items.Equipment.Ammunition.Arrow.Tranquilizer_Arrow"
                    }
                ],
                "ParentTags": [
                    {
                        "TagName": "Items.Equipment.Ammunition.Arrow"
                    },
                    {
                        "TagName": "Items.Equipment.Ammunition"
                    },
                    {
                        "TagName": "Items.Equipment"
                    },
                    {
                        "TagName": "Items"
                    }
                ]
            }
        },
        "Aiming": {
            "Has Aim Down Sight": true,
            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": true
        },
        "Crosshair": {
            "Has Crosshair": true,
            "Crosshair": "/Game/Hyper/UI/Widgets/Specific/Combat/Crosshair/WBP_Crosshair_Master.WBP_Crosshair_Master_C"
        },
        "Reload": {
            "Has Reload": true,
            "Reload Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Bow/Fire/AM_Bow_Draw_Montage.AM_Bow_Draw_Montage",
            "Has automatic reload": true,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Has Manual Reload": false
        },
        "Projectile": {
            "Is Projectile": true,
            "Projectile Actor": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Masters/BP_Projectile_Breakable.BP_Projectile_Breakable_C",
            "Is Homing": false,
            "Accepted Locking tags": [],
            "Impact Effect": "None",
            "Activate on Impact": false,
            "Sound on activation": "None",
            "Used Ammo instead of weapon as projectile": true,
            "Can Pickup After Ejected": true,
            "Velocity Direction": {
                "X": 1,
                "Y": 0,
                "Z": 0.02
            },
            "Damage On Impact": true
        },
        "Throwable": {
            "Is Throwable": true,
            "Has Timer": false,
            "Timer is active while charging": false,
            "Time to activate": 0,
            "Can Charge Throwable?": true,
            "Throwing Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Bow/Fire/AM_Bow_Fire_Montage.AM_Bow_Fire_Montage",
            "TimeToMaxCharge": 0,
            "Can Penetrate and Stick on Impact": true,
            "Can stick to this tag": "ProjectileCanStick",
            "Use Charge Animation": true,
            "Charge Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Bow/Fire/AM_Bow_RMB_Drawback_Montage.AM_Bow_RMB_Drawback_Montage",
            "Automaticly Recharge after throw": true,
            "Use Projectile Trajectory Prediction": false
        },
        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": false,
            "Rotate control to locked target": false,
            "Use outliner": false
        },
        "Damage Types": {
            "Damage Type": "/Game/Hyper/ResourcePack/DamageTypes/DT_Combat.DT_Combat_C",
            "Use Secondairy Damage Type For Heavy Attack": false,
            "Secondairy Damage Type": "None"
        },
        "IK": {
            "Use IK to Aim": false,
            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
            },
            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
        },
        "Assigned Attributes": {
            "Non-Persistent Attributes": {
                "Values": [],
                "Lookup Map": []
            },
            "Persistent Attributes": {
                "Attributes": [
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Generic.Base Damage"
                        },
                        "Attribute": {
                            "Base": 15,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Generic.Critical Strike Chance"
                        },
                        "Attribute": {
                            "Base": 0.2,
                            "Added": 1
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Generic.Critical Strike Multiplier"
                        },
                        "Attribute": {
                            "Base": 2,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Ranged.Max Rounds In Magazine"
                        },
                        "Attribute": {
                            "Base": 1,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Ranged.Amount Of Shots In One Fire"
                        },
                        "Attribute": {
                            "Base": 1,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Generic.Time Between Attacks"
                        },
                        "Attribute": {
                            "Base": 1,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Ranged.Aiming FOV"
                        },
                        "Attribute": {
                            "Base": 70,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Ranged.Recoil.Speed"
                        },
                        "Attribute": {
                            "Base": 1,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Ranged.Recoil.Intensity"
                        },
                        "Attribute": {
                            "Base": 1,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Ranged.Recoil.Recovery Rate"
                        },
                        "Attribute": {
                            "Base": 10,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Ranged.Recoil.Improvement Aiming"
                        },
                        "Attribute": {
                            "Base": 1.2,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Ranged.Recoil.Improvement Crouching"
                        },
                        "Attribute": {
                            "Base": 1.2,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Ranged.Recoil.Improvement Proning"
                        },
                        "Attribute": {
                            "Base": 1.3,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Ranged.Spray.Minimum Variation"
                        },
                        "Attribute": {
                            "Base": -200,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Ranged.Spray.Maximum Variation"
                        },
                        "Attribute": {
                            "Base": 200,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Ranged.Spray.Improvement Aiming"
                        },
                        "Attribute": {
                            "Base": 1.2,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Ranged.Spray.Improvement Crouching"
                        },
                        "Attribute": {
                            "Base": 1.2,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Ranged.Spray.Improvement Proning"
                        },
                        "Attribute": {
                            "Base": 1.3,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Crosshair.Spread Increase On Attack"
                        },
                        "Attribute": {
                            "Base": 0,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Crosshair.Spread Increase Running"
                        },
                        "Attribute": {
                            "Base": 0,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Crosshair.Max Spread Crouching"
                        },
                        "Attribute": {
                            "Base": 0,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Ranged.Max Magazines"
                        },
                        "Attribute": {
                            "Base": 100,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Ranged.Range"
                        },
                        "Attribute": {
                            "Base": 25000,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Ranged.Projectile.Initial Speed"
                        },
                        "Attribute": {
                            "Base": 20000,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Ranged.Projectile.Maximum Speed"
                        },
                        "Attribute": {
                            "Base": 20000,
                            "Added": 0
                        }
                    }
                ],
                "Lookup Map": []
            },
            "Level Attributes": [],
            "State Effects To Add": {
                "GameplayTags": [],
                "ParentTags": []
            },
            "State Effects To Remove": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Misc Attributes": []
    },
    {
        "Name": "Legend_Dagger",
        "Generic": {
            "Equipment Type": {
                "TagName": "Items.Equipment.Melee.Dagger.Legend_Dagger"
            },
            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Legend_Dagger"
            }
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        "Equip": {
            "Equipment Actor Class": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Masters/BP_Equipment_Melee.BP_Equipment_Melee_C",
            "Do not use equip or unequip animation": false,
            "Equip Animations": {
                "Unequip Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Actions/AM_MM_Generic_Unequip.AM_MM_Generic_Unequip",
                "Equip Animation from armed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic",
                "Equip Animation from unarmed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic"
            },
            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
            "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
                }
            },
            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "/Game/Hyper/ResourcePack/Weapons/Daggers/Legend/Mesh/SM_Dagger_Legend.SM_Dagger_Legend",
            "Uses Skeletal Mesh": false,
            "Equip as Master Posed Skeletal Mesh": false,
            "Skeletal Mesh": "None",
            "Equip at this slot": "Primary Weapon",
            "Attach at this socket": "weapon_r",
            "Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 1,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 25,
                    "Yaw": 0,
                    "Roll": 180
                },
                "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
                }
            },
            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
            "Dual Wield Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should check gender before equip": false,
            "Accepted on these Genders": [],
            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
            "Use Right Handed Pickup": false,
            "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
                }
            },
            "First Person Single Grip": false
        },
        "Melee": {
            "Has Melee": true,
            "Light Attacks": [
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Dagger/Attack/AM_Dagger_PrimaryAttack_A_Slow_Montage.AM_Dagger_PrimaryAttack_A_Slow_Montage",
                    "Percentage Required to be played before being able to start next attack": 0.2,
                    "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/Dagger/Attack/AM_Dagger_PrimaryAttack_B_Slow_Montage.AM_Dagger_PrimaryAttack_B_Slow_Montage",
                    "Percentage Required to be played before being able to start next attack": 0.2,
                    "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/Dagger/Attack/AM_Dagger_PrimaryAttack_C_Slow_Montage.AM_Dagger_PrimaryAttack_C_Slow_Montage",
                    "Percentage Required to be played before being able to start next attack": 0.2,
                    "Use Time between attack instead of animation Time": false,
                    "Time between attack": 0.6,
                    "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"
                }
            ],
            "Use different light attack animations when in motion": true,
            "Light Attacks when in motion": [
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Dagger/Attack/AM_Dagger_PrimaryAttack_A_Slow_Montage_Upperbody.AM_Dagger_PrimaryAttack_A_Slow_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/Dagger/Attack/AM_Dagger_PrimaryAttack_B_Slow_Montage_Upperbody.AM_Dagger_PrimaryAttack_B_Slow_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/Dagger/Attack/AM_Dagger_PrimaryAttack_C_Slow_Montage_Upperbody.AM_Dagger_PrimaryAttack_C_Slow_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": [
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Dagger/Ability/AM_Dagger_Ability_E_Montage.AM_Dagger_Ability_E_Montage",
                    "Percentage Required to be played before being able to start next attack": 0.2,
                    "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"
                }
            ],
            "Use different heavy attack animations when in motion": false,
            "Heavy Attacks when in motion": [],
            "Has Combo Multiplier": true,
            "Combo Multipliers": [
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                1.1,
                1.15,
                1.2,
                1.25
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            "Consumes on attack": true,
            "Heavy Attack Consumption": [],
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            "Use Different Attack When Looking Down": false,
            "Looking Down Pitch": 0,
            "Looking Down Attack": {
                "Animation": "None",
                "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"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
                "Animation": "None",
                "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"
            },
            "Use Camera Z Rotation For Normal Attack": true,
            "Trace Bounds": {
                "X": 75,
                "Y": 75,
                "Z": 75
            },
            "Can Attack In Air": true,
            "Use Different Attack When In Air": false,
            "In Air Attack": {
                "Animation": "None",
                "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"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "/Game/Hyper/Core/Equipment_Manager/Datamodel/DataAssets/DA_Surface_Sounds_Base.DA_Surface_Sounds_Base"
        },
        "Defend": {
            "Can Defend": true,
            "Defend Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Block/Anim_Sword_Block.Anim_Sword_Block",
            "Can Equip Shield with this Weapon": false,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
            "Is Ranged": false,
            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
                "Single"
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            "Camera Shake Class": "None",
            "Has Recoil": false,
            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
        },
        "Ammo": {
            "Requires Ammo": false,
            "Accepted Ammo": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Aiming": {
            "Has Aim Down Sight": false,
            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
        },
        "Crosshair": {
            "Has Crosshair": false,
            "Crosshair": "None"
        },
        "Reload": {
            "Has Reload": false,
            "Reload Animation": "None",
            "Has automatic reload": false,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Has Manual Reload": 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
        },
        "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
        },
        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": true,
            "Rotate control to locked target": false,
            "Use outliner": false
        },
        "Damage Types": {
            "Damage Type": "/Game/Hyper/ResourcePack/DamageTypes/DT_Combat.DT_Combat_C",
            "Use Secondairy Damage Type For Heavy Attack": false,
            "Secondairy Damage Type": "None"
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        "IK": {
            "Use IK to Aim": false,
            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
            },
            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
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        "Assigned Attributes": {
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                "Values": [],
                "Lookup Map": []
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                        "Gameplay Tag": {
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                    {
                        "Gameplay Tag": {
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                    {
                        "Gameplay Tag": {
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                        "Attribute": {
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                "Lookup Map": []
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            "Level Attributes": [],
            "State Effects To Add": {
                "GameplayTags": [],
                "ParentTags": []
            },
            "State Effects To Remove": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Misc Attributes": []
    },
    {
        "Name": "Legend_Dual_Hatchet",
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                "TagName": "Items.Equipment.Melee.Dual Heavy Melee.Legend_Dual_Hatchet"
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            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Legend_Dual_Hatchet"
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            "Equip Animations": {
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                "Equip Animation from armed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic",
                "Equip Animation from unarmed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic"
            },
            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
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                    "Y": 0,
                    "Z": 0
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                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
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            },
            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "/Game/Hyper/ResourcePack/Weapons/Hatchet/Legend/Mesh/SM_Hatchet_Legend.SM_Hatchet_Legend",
            "Uses Skeletal Mesh": false,
            "Equip as Master Posed Skeletal Mesh": false,
            "Skeletal Mesh": "None",
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            "Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 90,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
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            },
            "Secondary Offset": {
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                    "X": 0,
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                    "Z": 0
                },
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                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
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            "Is Dual Wield": true,
            "Dual Wield Socket": "weapon_l",
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                    "X": 5,
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                    "Z": 0
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                "Rotation": {
                    "Pitch": 170,
                    "Yaw": 155,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should check gender before equip": false,
            "Accepted on these Genders": [],
            "Override Global Orientation": false,
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            "Use Right Handed Pickup": false,
            "First Person Gun Socket": {
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                    "Y": 0,
                    "Z": 0
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                "Rotation": {
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                    "Yaw": 0,
                    "Roll": 0
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                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
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            },
            "First Person Single Grip": false
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        "Melee": {
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                {
                    "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,
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                    "Damage Multiplier": -1,
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                    "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,
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                    "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",
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                    "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"
                }
            ],
            "Use different light attack animations when in motion": true,
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                    "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",
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                    "Time between attack": 1,
                    "Damage Multiplier": -1,
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                    "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
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                {
                    "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",
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                {
                    "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",
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                    "Time between attack": 1,
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                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Hatchet_Dual/Ability/AM_Hatchet_Dual_R_Ability_Montage.AM_Hatchet_Dual_R_Ability_Montage",
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                    "Time between attack": 1,
                    "Damage Multiplier": -1,
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            ],
            "Use different heavy attack animations when in motion": false,
            "Heavy Attacks when in motion": [
                {
                    "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",
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                    "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",
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            "Has Combo Multiplier": true,
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            "Consumes on attack": true,
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            "Looking Down Pitch": 0,
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                "Damage Multiplier": 1,
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            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
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                "Time between attack": 1,
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                "Time Dilation": "None",
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            "Use Camera Z Rotation For Normal Attack": true,
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                "Y": 75,
                "Z": 75
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            "Can Attack In Air": true,
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                "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
            },
            "Use different air attack animations when in motion": false,
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                "Time between attack": 1,
                "Damage Multiplier": 1,
                "Time Dilation": "None",
                "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "/Game/Hyper/Core/Equipment_Manager/Datamodel/DataAssets/DA_Surface_Sounds_Base.DA_Surface_Sounds_Base"
        },
        "Defend": {
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            "Defend Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Block/Anim_Sword_Block.Anim_Sword_Block",
            "Can Equip Shield with this Weapon": false,
            "Animation Layer to use with shield": "None"
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        "Ranged": {
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            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
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            "Camera Shake Class": "None",
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            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
        },
        "Ammo": {
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            "Accepted Ammo": {
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                "ParentTags": []
            }
        },
        "Aiming": {
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            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
        },
        "Crosshair": {
            "Has Crosshair": false,
            "Crosshair": "None"
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        "Reload": {
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            "Reload Animation": "None",
            "Has automatic reload": false,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
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        },
        "Projectile": {
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            "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
        },
        "Throwable": {
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            "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
        },
        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": true,
            "Rotate control to locked target": false,
            "Use outliner": 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"
        },
        "IK": {
            "Use IK to Aim": false,
            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
            },
            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
        },
        "Assigned Attributes": {
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                "Values": [],
                "Lookup Map": []
            },
            "Persistent Attributes": {
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                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Generic.Base Damage"
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                        "Attribute": {
                            "Base": 25,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Generic.Critical Strike Chance"
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                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Generic.Critical Strike Multiplier"
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                        "Attribute": {
                            "Base": 2,
                            "Added": 0
                        }
                    }
                ],
                "Lookup Map": []
            },
            "Level Attributes": [],
            "State Effects To Add": {
                "GameplayTags": [],
                "ParentTags": []
            },
            "State Effects To Remove": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Misc Attributes": []
    },
    {
        "Name": "Legend_Dual_Heavy_Sword",
        "Generic": {
            "Equipment Type": {
                "TagName": "Items.Equipment.Melee.Dual Heavy Melee.Legend_Dual_Heavy_Sword"
            },
            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Legend_Dual_Heavy_Sword"
            }
        },
        "Equip": {
            "Equipment Actor Class": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Masters/BP_Equipment_Melee.BP_Equipment_Melee_C",
            "Do not use equip or unequip animation": false,
            "Equip Animations": {
                "Unequip Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Actions/AM_MM_Generic_Unequip.AM_MM_Generic_Unequip",
                "Equip Animation from armed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic",
                "Equip Animation from unarmed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic"
            },
            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
            "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
                }
            },
            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "/Game/Hyper/ResourcePack/Weapons/Swords/Heavy_Legend/Mesh/SM_Sword_Heavy.SM_Sword_Heavy",
            "Uses Skeletal Mesh": false,
            "Equip as Master Posed Skeletal Mesh": false,
            "Skeletal Mesh": "None",
            "Equip at this slot": "Primary Weapon",
            "Attach at this socket": "weapon_r",
            "Socket Offset": {
                "Location": {
                    "X": 1,
                    "Y": 0,
                    "Z": 5
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "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
                }
            },
            "Is Dual Wield": true,
            "Dual Wield Socket": "weapon_l",
            "Dual Wield Socket Offset": {
                "Location": {
                    "X": 6,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should check gender before equip": false,
            "Accepted on these Genders": [],
            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
            "Use Right Handed Pickup": false,
            "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
                }
            },
            "First Person Single Grip": false
        },
        "Melee": {
            "Has Melee": true,
            "Light Attacks": [
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Melee_Heavy_Dual/Attack/AM_Melee_Heavy_Dual_PrimaryAttack_LA_Montage.AM_Melee_Heavy_Dual_PrimaryAttack_LA_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/Melee_Heavy_Dual/Attack/AM_Melee_Heavy_Dual_PrimaryAttack_RA_Montage.AM_Melee_Heavy_Dual_PrimaryAttack_RA_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": "/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"
                }
            ],
            "Use different light attack animations when in motion": true,
            "Light Attacks when in motion": [
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Melee_Heavy_Dual/Attack/AM_Melee_Heavy_Dual_PrimaryAttack_LA_Upperbody.AM_Melee_Heavy_Dual_PrimaryAttack_LA_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/Melee_Heavy_Dual/Attack/AM_Melee_Heavy_Dual_PrimaryAttack_RA_Upperbody.AM_Melee_Heavy_Dual_PrimaryAttack_RA_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": [
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Melee_Heavy_Dual/Other/AM_Melee_Heavy_Dual_DoublePain_Montage.AM_Melee_Heavy_Dual_DoublePain_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": "None",
                    "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
                },
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Melee_Heavy_Dual/Attack/AM_Melee_Heavy_Dual_Heavy_Montage.AM_Melee_Heavy_Dual_Heavy_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": 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"
                }
            ],
            "Use different heavy attack animations when in motion": false,
            "Heavy Attacks when in motion": [
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Melee_Heavy_Dual/Other/AM_Melee_Heavy_Dual_DoublePain_Montage_Upperbody.AM_Melee_Heavy_Dual_DoublePain_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/Melee_Heavy_Dual/Attack/AM_Melee_Heavy_Dual_Heavy_Montage_Upperbody.AM_Melee_Heavy_Dual_Heavy_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"
                }
            ],
            "Has Combo Multiplier": true,
            "Combo Multipliers": [
                1.05,
                1.1,
                1.15,
                1.2,
                1.25
            ],
            "Consumes on attack": true,
            "Heavy Attack Consumption": [],
            "Light Attack Consumption": [],
            "Use Different Attack When Looking Down": false,
            "Looking Down Pitch": 0,
            "Looking Down Attack": {
                "Animation": "None",
                "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"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
                "Animation": "None",
                "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"
            },
            "Use Camera Z Rotation For Normal Attack": true,
            "Trace Bounds": {
                "X": 75,
                "Y": 75,
                "Z": 75
            },
            "Can Attack In Air": true,
            "Use Different Attack When In Air": false,
            "In Air Attack": {
                "Animation": "None",
                "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"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "/Game/Hyper/Core/Equipment_Manager/Datamodel/DataAssets/DA_Surface_Sounds_Base.DA_Surface_Sounds_Base"
        },
        "Defend": {
            "Can Defend": true,
            "Defend Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Block/Anim_Sword_Block.Anim_Sword_Block",
            "Can Equip Shield with this Weapon": false,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
            "Is Ranged": false,
            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
                "Single"
            ],
            "Camera Shake Class": "None",
            "Has Recoil": false,
            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
        },
        "Ammo": {
            "Requires Ammo": false,
            "Accepted Ammo": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Aiming": {
            "Has Aim Down Sight": false,
            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
        },
        "Crosshair": {
            "Has Crosshair": false,
            "Crosshair": "None"
        },
        "Reload": {
            "Has Reload": false,
            "Reload Animation": "None",
            "Has automatic reload": false,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Has Manual Reload": 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
        },
        "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
        },
        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": true,
            "Rotate control to locked target": false,
            "Use outliner": 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"
        },
        "IK": {
            "Use IK to Aim": false,
            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
            },
            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
        },
        "Assigned Attributes": {
            "Non-Persistent Attributes": {
                "Values": [],
                "Lookup Map": []
            },
            "Persistent Attributes": {
                "Attributes": [
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Generic.Base Damage"
                        },
                        "Attribute": {
                            "Base": 28,
                            "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": []
    },
    {
        "Name": "Legend_Light_Sword",
        "Generic": {
            "Equipment Type": {
                "TagName": "Items.Equipment.Melee.Sword.Legend_Light_Sword"
            },
            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Legend_Light_Sword"
            }
        },
        "Equip": {
            "Equipment Actor Class": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Masters/BP_Equipment_Melee.BP_Equipment_Melee_C",
            "Do not use equip or unequip animation": false,
            "Equip Animations": {
                "Unequip Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Actions/AM_MM_Generic_Unequip.AM_MM_Generic_Unequip",
                "Equip Animation from armed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic",
                "Equip Animation from unarmed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic"
            },
            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
            "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
                }
            },
            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "/Game/Hyper/ResourcePack/Weapons/Swords/Light_Legend/Mesh/SM_Sword_Light_Legend.SM_Sword_Light_Legend",
            "Uses Skeletal Mesh": false,
            "Equip as Master Posed Skeletal Mesh": false,
            "Skeletal Mesh": "None",
            "Equip at this slot": "Primary Weapon",
            "Attach at this socket": "weapon_r",
            "Socket Offset": {
                "Location": {
                    "X": 1,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "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
                }
            },
            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
            "Dual Wield Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should check gender before equip": false,
            "Accepted on these Genders": [],
            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
            "Use Right Handed Pickup": false,
            "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
                }
            },
            "First Person Single Grip": false
        },
        "Melee": {
            "Has Melee": true,
            "Light Attacks": [
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword_Light/Attack/AM_Sword_Light_PrimaryMelee_B_Slow_Montage.AM_Sword_Light_PrimaryMelee_B_Slow_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/Sword_Light/Attack/AM_Sword_Light_PrimaryMelee_C_Slow2_Montage.AM_Sword_Light_PrimaryMelee_C_Slow2_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": 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/Sword_Light/Attack/AM_Sword_Light_PrimaryMelee_D_Slow_Montage.AM_Sword_Light_PrimaryMelee_D_Slow_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": "/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"
                }
            ],
            "Use different light attack animations when in motion": true,
            "Light Attacks when in motion": [
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword_Light/Attack/AM_Sword_Light_PrimaryMelee_C_Slow2_Montage_Upperbody.AM_Sword_Light_PrimaryMelee_C_Slow2_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/Sword_Light/Attack/AM_Sword_Light_PrimaryMelee_D_Slow_Montage_Upperbody.AM_Sword_Light_PrimaryMelee_D_Slow_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": [
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword_Light/Ability/AM_Sword_Light_Ability_Dash_Montage.AM_Sword_Light_Ability_Dash_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": "None",
                    "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
                },
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword_Light/Attack/AM_Sword_Light_PrimaryMelee_heavy_Montage.AM_Sword_Light_PrimaryMelee_heavy_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"
                }
            ],
            "Use different heavy attack animations when in motion": false,
            "Heavy Attacks when in motion": [],
            "Has Combo Multiplier": true,
            "Combo Multipliers": [
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                1.1,
                1.15,
                1.2,
                1.25
            ],
            "Consumes on attack": true,
            "Heavy Attack Consumption": [],
            "Light Attack Consumption": [],
            "Use Different Attack When Looking Down": false,
            "Looking Down Pitch": 0,
            "Looking Down Attack": {
                "Animation": "None",
                "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"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
                "Animation": "None",
                "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"
            },
            "Use Camera Z Rotation For Normal Attack": true,
            "Trace Bounds": {
                "X": 75,
                "Y": 75,
                "Z": 75
            },
            "Can Attack In Air": true,
            "Use Different Attack When In Air": false,
            "In Air Attack": {
                "Animation": "None",
                "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"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "/Game/Hyper/Core/Equipment_Manager/Datamodel/DataAssets/DA_Surface_Sounds_Base.DA_Surface_Sounds_Base"
        },
        "Defend": {
            "Can Defend": true,
            "Defend Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Block/Anim_Sword_Block.Anim_Sword_Block",
            "Can Equip Shield with this Weapon": false,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
            "Is Ranged": false,
            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
                "Single"
            ],
            "Camera Shake Class": "None",
            "Has Recoil": false,
            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
        },
        "Ammo": {
            "Requires Ammo": false,
            "Accepted Ammo": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Aiming": {
            "Has Aim Down Sight": false,
            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
        },
        "Crosshair": {
            "Has Crosshair": false,
            "Crosshair": "None"
        },
        "Reload": {
            "Has Reload": false,
            "Reload Animation": "None",
            "Has automatic reload": false,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Has Manual Reload": 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
        },
        "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
        },
        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": true,
            "Rotate control to locked target": false,
            "Use outliner": 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"
        },
        "IK": {
            "Use IK to Aim": false,
            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
            },
            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
        },
        "Assigned Attributes": {
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                "Values": [],
                "Lookup Map": []
            },
            "Persistent Attributes": {
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                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Generic.Base Damage"
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                        "Attribute": {
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                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
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                    {
                        "Gameplay Tag": {
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                    }
                ],
                "Lookup Map": []
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            "Level Attributes": [],
            "State Effects To Add": {
                "GameplayTags": [],
                "ParentTags": []
            },
            "State Effects To Remove": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Misc Attributes": []
    },
    {
        "Name": "Legend_Magic_Staff",
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            "Equipment Type": {
                "TagName": "Items.Equipment.Melee.Staff.Legend_Magic_Staff"
            },
            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Legend_Magic_Staff"
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        },
        "Equip": {
            "Equipment Actor Class": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Masters/BP_Equipment_Melee.BP_Equipment_Melee_C",
            "Do not use equip or unequip animation": false,
            "Equip Animations": {
                "Unequip Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Actions/AM_MM_Generic_Unequip.AM_MM_Generic_Unequip",
                "Equip Animation from armed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic",
                "Equip Animation from unarmed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic"
            },
            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
            "Visual ammo actor offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
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                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "/Game/Hyper/ResourcePack/Weapons/Staff/Legend/Mesh/SM_Staff_Legend.SM_Staff_Legend",
            "Uses Skeletal Mesh": false,
            "Equip as Master Posed Skeletal Mesh": false,
            "Skeletal Mesh": "None",
            "Equip at this slot": "Primary Weapon",
            "Attach at this socket": "weapon_r",
            "Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Secondary Offset": {
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                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
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            },
            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
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                    "X": 0,
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                "Rotation": {
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                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should check gender before equip": false,
            "Accepted on these Genders": [],
            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
            "Use Right Handed Pickup": false,
            "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
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            },
            "First Person Single Grip": false
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        "Melee": {
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                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Staff/Melee/AM_Staff_Primary_Melee_A_Slow_Montage.AM_Staff_Primary_Melee_A_Slow_Montage",
                    "Percentage Required to be played before being able to start next attack": 0.35,
                    "Use Time between attack instead of animation Time": false,
                    "Time between attack": 0.6,
                    "Damage Multiplier": -1,
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                    "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
                },
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Staff/Melee/AM_Staff_Primary_Melee_B_Slow_Montage.AM_Staff_Primary_Melee_B_Slow_Montage",
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                    "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/Staff/Melee/AM_Staff_Primary_Melee_C_Slow_Montage.AM_Staff_Primary_Melee_C_Slow_Montage",
                    "Percentage Required to be played before being able to start next attack": 0.35,
                    "Use Time between attack instead of animation Time": false,
                    "Time between attack": 0.6,
                    "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"
                }
            ],
            "Use different light attack animations when in motion": true,
            "Light Attacks when in motion": [
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Staff/Melee/AM_Staff_Primary_Melee_A_Slow_Montage_Upperbody.AM_Staff_Primary_Melee_A_Slow_Montage_Upperbody",
                    "Percentage Required to be played before being able to start next attack": 0.35,
                    "Use Time between attack instead of animation Time": false,
                    "Time between attack": 1,
                    "Damage Multiplier": -1,
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                    "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
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                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Staff/Melee/AM_Staff_Primary_Melee_B_Slow_Montage_Upperbody.AM_Staff_Primary_Melee_B_Slow_Montage_Upperbody",
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                    "Use Time between attack instead of animation Time": false,
                    "Time between attack": 1,
                    "Damage Multiplier": -1,
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                    "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
                },
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Staff/Melee/AM_Staff_Primary_Melee_C_Slow_Montage_Upperbody.AM_Staff_Primary_Melee_C_Slow_Montage_Upperbody",
                    "Percentage Required to be played before being able to start next attack": 0.35,
                    "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"
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            ],
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                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Staff/Melee/AM_Staff_Primary_Melee_D_Slow_Montage.AM_Staff_Primary_Melee_D_Slow_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": 1,
                    "Damage Multiplier": -1,
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                    "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
                },
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Blade/Attack/AM_Blade_Melee_B_Montage.AM_Blade_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": 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"
                }
            ],
            "Use different heavy attack animations when in motion": false,
            "Heavy Attacks when in motion": [
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Staff/Melee/AM_Staff_Primary_Melee_D_Slow_Montage_Upperbody.AM_Staff_Primary_Melee_D_Slow_Montage_Upperbody",
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                    "Use Time between attack instead of animation Time": false,
                    "Time between attack": 1,
                    "Damage Multiplier": -1,
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                    "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
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                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Blade/Attack/AM_Blade_Melee_B_Montage_Upperbody.AM_Blade_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": "/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"
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            "Has Combo Multiplier": true,
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            "Consumes on attack": true,
            "Heavy Attack Consumption": [],
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            "Use Different Attack When Looking Down": false,
            "Looking Down Pitch": 0,
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                "Damage Multiplier": 1,
                "Time Dilation": "None",
                "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
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                "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"
            },
            "Use Camera Z Rotation For Normal Attack": true,
            "Trace Bounds": {
                "X": 100,
                "Y": 75,
                "Z": 75
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            "Can Attack In Air": true,
            "Use Different Attack When In Air": false,
            "In Air Attack": {
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                "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"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "/Game/Hyper/Core/Equipment_Manager/Datamodel/DataAssets/DA_Surface_Sounds_Base.DA_Surface_Sounds_Base"
        },
        "Defend": {
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            "Defend Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Block/Anim_Sword_Block.Anim_Sword_Block",
            "Can Equip Shield with this Weapon": false,
            "Animation Layer to use with shield": "None"
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        "Ranged": {
            "Is Ranged": false,
            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
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            "Camera Shake Class": "None",
            "Has Recoil": false,
            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
        },
        "Ammo": {
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            "Accepted Ammo": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Aiming": {
            "Has Aim Down Sight": false,
            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
        },
        "Crosshair": {
            "Has Crosshair": false,
            "Crosshair": "None"
        },
        "Reload": {
            "Has Reload": false,
            "Reload Animation": "None",
            "Has automatic reload": false,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Has Manual Reload": false
        },
        "Projectile": {
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            "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
        },
        "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
        },
        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": true,
            "Rotate control to locked target": false,
            "Use outliner": 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"
        },
        "IK": {
            "Use IK to Aim": false,
            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
            },
            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
        },
        "Assigned Attributes": {
            "Non-Persistent Attributes": {
                "Values": [],
                "Lookup Map": []
            },
            "Persistent Attributes": {
                "Attributes": [
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Generic.Base Damage"
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                        "Attribute": {
                            "Base": 32,
                            "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"
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                        "Attribute": {
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                "Lookup Map": []
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            "Level Attributes": [],
            "State Effects To Add": {
                "GameplayTags": [],
                "ParentTags": []
            },
            "State Effects To Remove": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Misc Attributes": []
    },
    {
        "Name": "Legend_Skinning_Knife",
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                "TagName": "Items.Equipment.Melee.Misc.Legend_Skinning_Knife"
            },
            "Linked Inventory Item": {
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                "RowName": "Legend_Skinning_Knife"
            }
        },
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            "Equipment Actor Class": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Masters/BP_Equipment_Melee.BP_Equipment_Melee_C",
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            "Equip Animations": {
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            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
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                    "Y": 0,
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                    "Yaw": 0,
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                    "Z": 1
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            },
            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "/Game/Hyper/ResourcePack/Weapons/LegendSkinningKnife/SM_LegendSkinningKnife.SM_LegendSkinningKnife",
            "Uses Skeletal Mesh": false,
            "Equip as Master Posed Skeletal Mesh": false,
            "Skeletal Mesh": "None",
            "Equip at this slot": "Primary Weapon",
            "Attach at this socket": "weapon_r",
            "Socket Offset": {
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                    "X": 0,
                    "Y": 0,
                    "Z": 5
                },
                "Rotation": {
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                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
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                    "Y": 2.5,
                    "Z": 1
                }
            },
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                    "Z": 0
                },
                "Rotation": {
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                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
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                    "Y": 1,
                    "Z": 1
                }
            },
            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
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                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should check gender before equip": false,
            "Accepted on these Genders": [],
            "Override Global Orientation": false,
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            "Use Right Handed Pickup": false,
            "First Person Gun Socket": {
                "Location": {
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                    "Z": 0
                },
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                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "First Person Single Grip": false
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        "Melee": {
            "Has Melee": true,
            "Light Attacks": [
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Attack/AM_Sword_Attack_A_Med_Montage.AM_Sword_Attack_A_Med_Montage",
                    "Percentage Required to be played before being able to start next attack": 0.4,
                    "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/Sword/Attack/AM_Sword_Attack_B_Med_Montage.AM_Sword_Attack_B_Med_Montage",
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                    "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/Sword/Attack/AM_Sword_Attack_C_Med_Montage.AM_Sword_Attack_C_Med_Montage",
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                    "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/Sword/Attack/AM_Sword_Attack_D_Med_Montage.AM_Sword_Attack_D_Med_Montage",
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                    "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"
                }
            ],
            "Use different light attack animations when in motion": false,
            "Light Attacks when in motion": [],
            "Heavy Attacks": [
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Ability/AM_Sword_Ability_R_Montage.AM_Sword_Ability_R_Montage",
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                    "Use Time between attack instead of animation Time": false,
                    "Time between attack": 1,
                    "Damage Multiplier": -1,
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                    "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
                },
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Ability/AM_Sword_Ability_E_Montage.AM_Sword_Ability_E_Montage",
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                    "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"
                }
            ],
            "Use different heavy attack animations when in motion": false,
            "Heavy Attacks when in motion": [],
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            "Consumes on attack": true,
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            "Use Different Attack When Looking Down": false,
            "Looking Down Pitch": 0,
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                "Percentage Required to be played before being able to start next attack": 0.7,
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                "Time between attack": 1,
                "Damage Multiplier": 1,
                "Time Dilation": "None",
                "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
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                "Time between attack": 1,
                "Damage Multiplier": 1,
                "Time Dilation": "None",
                "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
            },
            "Use Camera Z Rotation For Normal Attack": true,
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                "Y": 75,
                "Z": 75
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            "Can Attack In Air": true,
            "Use Different Attack When In Air": false,
            "In Air Attack": {
                "Animation": "None",
                "Percentage Required to be played before being able to start next attack": 0.7,
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                "Time between attack": 1,
                "Damage Multiplier": 1,
                "Time Dilation": "None",
                "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
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                "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"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "/Game/Hyper/Core/Equipment_Manager/Datamodel/DataAssets/DA_Surface_Sounds_Base.DA_Surface_Sounds_Base"
        },
        "Defend": {
            "Can Defend": true,
            "Defend Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Block/Anim_Sword_Block.Anim_Sword_Block",
            "Can Equip Shield with this Weapon": true,
            "Animation Layer to use with shield": "None"
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        "Ranged": {
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            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
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            "Camera Shake Class": "None",
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            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
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        "Ammo": {
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                "ParentTags": []
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        },
        "Aiming": {
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            "Has Zoom Overlay": false,
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            "Requires Ammo to start Aiming": false
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        "Crosshair": {
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            "Crosshair": "None"
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        "Reload": {
            "Has Reload": false,
            "Reload Animation": "None",
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            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
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        "Projectile": {
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            "Sound on activation": "None",
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            "Damage On Impact": false
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        "Throwable": {
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            "Timer is active while charging": false,
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            "Can Charge Throwable?": false,
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            "Can Penetrate and Stick on Impact": false,
            "Can stick to this tag": "(",
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            "Charge Animation": "None",
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            "Use Projectile Trajectory Prediction": false
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        "Hit Animations": "None",
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        "Damage Types": {
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            "Secondairy Damage Type": "None"
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        "IK": {
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            "Hand Bone": "None",
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                "Roll": 0
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            "Use Left Hand IK On All Animations": false,
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                    {
                        "Gameplay Tag": {
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                    {
                        "Gameplay Tag": {
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                        "Attribute": {
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                "Lookup Map": []
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            "Level Attributes": [],
            "State Effects To Add": {
                "GameplayTags": [],
                "ParentTags": []
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            "State Effects To Remove": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Misc Attributes": []
    },
    {
        "Name": "Legs_DarkBlack_Feminine",
        "Generic": {
            "Equipment Type": {
                "TagName": "Items.Equipment.Wearable.Example.Legs_DarkBlack_Feminine"
            },
            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Legs_DarkBlack_Feminine"
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        },
        "Equip": {
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            "Equip Animations": {
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                "Equip Animation from armed": "None",
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            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
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            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
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            "Uses Skeletal Mesh": true,
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            "Skeletal Mesh": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Meshes/BrokenDownSkeleton_Quinn/Dark_Black/SKM_Quinn_Legs_DarkBlack.SKM_Quinn_Legs_DarkBlack",
            "Equip at this slot": "Legs",
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                    "Z": 0
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                "Rotation": {
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                "Scale": {
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                },
                "Scale": {
                    "X": 1,
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            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
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                "Scale": {
                    "X": 1,
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                    "Z": 1
                }
            },
            "Should check gender before equip": true,
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            "Override Global Orientation": false,
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            "First Person Gun Socket": {
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            "First Person Single Grip": false
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        "Melee": {
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            "Light Attacks when in motion": [],
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            "Looking Down Pitch": 0,
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                "Percentage Required to be played before being able to start next attack": 0.7,
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                "Time between attack": 1,
                "Damage Multiplier": 1,
                "Time Dilation": "None",
                "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
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                "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"
            },
            "Use Camera Z Rotation For Normal Attack": true,
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                "Y": 75,
                "Z": 75
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            "Can Attack In Air": true,
            "Use Different Attack When In Air": false,
            "In Air Attack": {
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                "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"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "None"
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        "Defend": {
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            "Defend Animation": "None",
            "Can Equip Shield with this Weapon": false,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
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            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
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            "Camera Shake Class": "None",
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            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
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        "Ammo": {
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            "Accepted Ammo": {
                "GameplayTags": [],
                "ParentTags": []
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        },
        "Aiming": {
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            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
        },
        "Crosshair": {
            "Has Crosshair": false,
            "Crosshair": "None"
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        "Reload": {
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            "Reload Animation": "None",
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            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
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        "Projectile": {
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            "Projectile Actor": "None",
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            "Accepted Locking tags": [],
            "Impact Effect": "None",
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            "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
        },
        "Throwable": {
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            "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
        },
        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": false,
            "Rotate control to locked target": false,
            "Use outliner": false
        },
        "Damage Types": {
            "Damage Type": "None",
            "Use Secondairy Damage Type For Heavy Attack": false,
            "Secondairy Damage Type": "None"
        },
        "IK": {
            "Use IK to Aim": false,
            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
            },
            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
        },
        "Assigned Attributes": {
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                "Values": [],
                "Lookup Map": []
            },
            "Persistent Attributes": {
                "Attributes": [],
                "Lookup Map": []
            },
            "Level Attributes": [],
            "State Effects To Add": {
                "GameplayTags": [],
                "ParentTags": []
            },
            "State Effects To Remove": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Misc Attributes": []
    },
    {
        "Name": "Legs_DarkBlack_Masculine",
        "Generic": {
            "Equipment Type": {
                "TagName": "Items.Equipment.Wearable.Example.Legs_DarkBlack_Masculine"
            },
            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Legs_DarkBlack_Masculine"
            }
        },
        "Equip": {
            "Equipment Actor Class": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Masters/BP_Equipment_LeaderPosed.BP_Equipment_LeaderPosed_C",
            "Do not use equip or unequip animation": true,
            "Equip Animations": {
                "Unequip Animation": "None",
                "Equip Animation from armed": "None",
                "Equip Animation from unarmed": "None"
            },
            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
            "Visual ammo actor offset": {
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                    "Y": 0,
                    "Z": 0
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                "Rotation": {
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                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Meshes/BrokenDownSkeleton_Manny/Dark_black/SM_Manny_Legs_DarkBlack.SM_Manny_Legs_DarkBlack",
            "Uses Skeletal Mesh": true,
            "Equip as Master Posed Skeletal Mesh": true,
            "Skeletal Mesh": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Meshes/BrokenDownSkeleton_Manny/Dark_black/SKM_Manny_Legs_DarkBlack.SKM_Manny_Legs_DarkBlack",
            "Equip at this slot": "Legs",
            "Attach at this socket": "Body",
            "Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "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
                }
            },
            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
            "Dual Wield Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should check gender before equip": true,
            "Accepted on these Genders": [
                "Masculine"
            ],
            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
            "Use Right Handed Pickup": false,
            "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
                }
            },
            "First Person Single Grip": false
        },
        "Melee": {
            "Has Melee": false,
            "Light Attacks": [],
            "Use different light attack animations when in motion": false,
            "Light Attacks when in motion": [],
            "Heavy Attacks": [],
            "Use different heavy attack animations when in motion": false,
            "Heavy Attacks when in motion": [],
            "Has Combo Multiplier": true,
            "Combo Multipliers": [
                1.05,
                1.1,
                1.15,
                1.2,
                1.25
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            "Consumes on attack": true,
            "Heavy Attack Consumption": [],
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            "Use Different Attack When Looking Down": false,
            "Looking Down Pitch": 0,
            "Looking Down Attack": {
                "Animation": "None",
                "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"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
                "Animation": "None",
                "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"
            },
            "Use Camera Z Rotation For Normal Attack": true,
            "Trace Bounds": {
                "X": 75,
                "Y": 75,
                "Z": 75
            },
            "Can Attack In Air": true,
            "Use Different Attack When In Air": false,
            "In Air Attack": {
                "Animation": "None",
                "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"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "None"
        },
        "Defend": {
            "Can Defend": false,
            "Defend Animation": "None",
            "Can Equip Shield with this Weapon": false,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
            "Is Ranged": false,
            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
                "Single"
            ],
            "Camera Shake Class": "None",
            "Has Recoil": false,
            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
        },
        "Ammo": {
            "Requires Ammo": false,
            "Accepted Ammo": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Aiming": {
            "Has Aim Down Sight": false,
            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
        },
        "Crosshair": {
            "Has Crosshair": false,
            "Crosshair": "None"
        },
        "Reload": {
            "Has Reload": false,
            "Reload Animation": "None",
            "Has automatic reload": false,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Has Manual Reload": 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
        },
        "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
        },
        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": false,
            "Rotate control to locked target": false,
            "Use outliner": false
        },
        "Damage Types": {
            "Damage Type": "None",
            "Use Secondairy Damage Type For Heavy Attack": false,
            "Secondairy Damage Type": "None"
        },
        "IK": {
            "Use IK to Aim": false,
            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
            },
            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
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        "Assigned Attributes": {
            "Non-Persistent Attributes": {
                "Values": [],
                "Lookup Map": []
            },
            "Persistent Attributes": {
                "Attributes": [],
                "Lookup Map": []
            },
            "Level Attributes": [],
            "State Effects To Add": {
                "GameplayTags": [],
                "ParentTags": []
            },
            "State Effects To Remove": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Misc Attributes": []
    },
    {
        "Name": "Legs_DarkRed_Feminine",
        "Generic": {
            "Equipment Type": {
                "TagName": "Items.Equipment.Wearable.Example.Legs_DarkRed_Feminine"
            },
            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Legs_DarkRed_Feminine"
            }
        },
        "Equip": {
            "Equipment Actor Class": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Masters/BP_Equipment_LeaderPosed.BP_Equipment_LeaderPosed_C",
            "Do not use equip or unequip animation": true,
            "Equip Animations": {
                "Unequip Animation": "None",
                "Equip Animation from armed": "None",
                "Equip Animation from unarmed": "None"
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            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
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                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
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            },
            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Meshes/BrokenDownSkeleton_Quinn/Dark_Red/SM_Quinn_Legs_DarkRed.SM_Quinn_Legs_DarkRed",
            "Uses Skeletal Mesh": true,
            "Equip as Master Posed Skeletal Mesh": true,
            "Skeletal Mesh": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Meshes/BrokenDownSkeleton_Quinn/Dark_Red/SKM_Quinn_Legs_DarkRed.SKM_Quinn_Legs_DarkRed",
            "Equip at this slot": "Legs",
            "Attach at this socket": "Body",
            "Socket Offset": {
                "Location": {
                    "X": 0,
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                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
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                },
                "Scale": {
                    "X": 1,
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                    "Z": 1
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            },
            "Secondary Offset": {
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                "Scale": {
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                    "Z": 1
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            },
            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
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                "Rotation": {
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                },
                "Scale": {
                    "X": 1,
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                    "Z": 1
                }
            },
            "Should check gender before equip": true,
            "Accepted on these Genders": [
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            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
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            "First Person Gun Socket": {
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                },
                "Scale": {
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            },
            "First Person Single Grip": false
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        "Melee": {
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            "Light Attacks": [],
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            "Light Attacks when in motion": [],
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            "Heavy Attacks when in motion": [],
            "Has Combo Multiplier": true,
            "Combo Multipliers": [
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            "Consumes on attack": true,
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            "Looking Down Pitch": 0,
            "Looking Down Attack": {
                "Animation": "None",
                "Percentage Required to be played before being able to start next attack": 0.7,
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                "Time between attack": 1,
                "Damage Multiplier": 1,
                "Time Dilation": "None",
                "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
                "Animation": "None",
                "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"
            },
            "Use Camera Z Rotation For Normal Attack": true,
            "Trace Bounds": {
                "X": 75,
                "Y": 75,
                "Z": 75
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            "Can Attack In Air": true,
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                "Animation": "None",
                "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"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "None"
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        "Defend": {
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            "Defend Animation": "None",
            "Can Equip Shield with this Weapon": false,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
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            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
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            "Camera Shake Class": "None",
            "Has Recoil": false,
            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
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        "Ammo": {
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            "Accepted Ammo": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Aiming": {
            "Has Aim Down Sight": false,
            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
        },
        "Crosshair": {
            "Has Crosshair": false,
            "Crosshair": "None"
        },
        "Reload": {
            "Has Reload": false,
            "Reload Animation": "None",
            "Has automatic reload": false,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Has Manual Reload": false
        },
        "Projectile": {
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            "Projectile Actor": "None",
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            "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,
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                "Z": 0
            },
            "Damage On Impact": false
        },
        "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
        },
        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": false,
            "Rotate control to locked target": false,
            "Use outliner": false
        },
        "Damage Types": {
            "Damage Type": "None",
            "Use Secondairy Damage Type For Heavy Attack": false,
            "Secondairy Damage Type": "None"
        },
        "IK": {
            "Use IK to Aim": false,
            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
            },
            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
        },
        "Assigned Attributes": {
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                "Values": [],
                "Lookup Map": []
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            "Persistent Attributes": {
                "Attributes": [],
                "Lookup Map": []
            },
            "Level Attributes": [],
            "State Effects To Add": {
                "GameplayTags": [],
                "ParentTags": []
            },
            "State Effects To Remove": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Misc Attributes": []
    },
    {
        "Name": "Legs_DarkRed_Masculine",
        "Generic": {
            "Equipment Type": {
                "TagName": "Items.Equipment.Wearable.Example.Legs_DarkRed_Masculine"
            },
            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Legs_DarkRed_Masculine"
            }
        },
        "Equip": {
            "Equipment Actor Class": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Masters/BP_Equipment_LeaderPosed.BP_Equipment_LeaderPosed_C",
            "Do not use equip or unequip animation": true,
            "Equip Animations": {
                "Unequip Animation": "None",
                "Equip Animation from armed": "None",
                "Equip Animation from unarmed": "None"
            },
            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
            "Visual ammo actor offset": {
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                "Rotation": {
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                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
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            },
            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Meshes/BrokenDownSkeleton_Manny/Dark_Red/SM_Manny_Legs_DarkRed.SM_Manny_Legs_DarkRed",
            "Uses Skeletal Mesh": true,
            "Equip as Master Posed Skeletal Mesh": true,
            "Skeletal Mesh": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Meshes/BrokenDownSkeleton_Manny/Dark_Red/SKM_Manny_Legs_DarkRed.SKM_Manny_Legs_DarkRed",
            "Equip at this slot": "Legs",
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            "Socket Offset": {
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                },
                "Scale": {
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                },
                "Scale": {
                    "X": 1,
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            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
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                "Rotation": {
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                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should check gender before equip": true,
            "Accepted on these Genders": [
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            ],
            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
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            "First Person Gun Socket": {
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                    "X": 0,
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                },
                "Rotation": {
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                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "First Person Single Grip": false
        },
        "Melee": {
            "Has Melee": false,
            "Light Attacks": [],
            "Use different light attack animations when in motion": false,
            "Light Attacks when in motion": [],
            "Heavy Attacks": [],
            "Use different heavy attack animations when in motion": false,
            "Heavy Attacks when in motion": [],
            "Has Combo Multiplier": true,
            "Combo Multipliers": [
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                1.1,
                1.15,
                1.2,
                1.25
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            "Consumes on attack": true,
            "Heavy Attack Consumption": [],
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            "Use Different Attack When Looking Down": false,
            "Looking Down Pitch": 0,
            "Looking Down Attack": {
                "Animation": "None",
                "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"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
                "Animation": "None",
                "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"
            },
            "Use Camera Z Rotation For Normal Attack": true,
            "Trace Bounds": {
                "X": 75,
                "Y": 75,
                "Z": 75
            },
            "Can Attack In Air": true,
            "Use Different Attack When In Air": false,
            "In Air Attack": {
                "Animation": "None",
                "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"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "None"
        },
        "Defend": {
            "Can Defend": false,
            "Defend Animation": "None",
            "Can Equip Shield with this Weapon": false,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
            "Is Ranged": false,
            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
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            "Camera Shake Class": "None",
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            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
        },
        "Ammo": {
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            "Accepted Ammo": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Aiming": {
            "Has Aim Down Sight": false,
            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
        },
        "Crosshair": {
            "Has Crosshair": false,
            "Crosshair": "None"
        },
        "Reload": {
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            "Reload Animation": "None",
            "Has automatic reload": false,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Has Manual Reload": false
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        "Projectile": {
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            "Projectile Actor": "None",
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            "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": {
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                "Y": 0,
                "Z": 0
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            "Damage On Impact": false
        },
        "Throwable": {
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            "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
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        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": false,
            "Rotate control to locked target": false,
            "Use outliner": false
        },
        "Damage Types": {
            "Damage Type": "None",
            "Use Secondairy Damage Type For Heavy Attack": false,
            "Secondairy Damage Type": "None"
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        "IK": {
            "Use IK to Aim": false,
            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
            },
            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
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        "Assigned Attributes": {
            "Non-Persistent Attributes": {
                "Values": [],
                "Lookup Map": []
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            "Persistent Attributes": {
                "Attributes": [],
                "Lookup Map": []
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            "Level Attributes": [],
            "State Effects To Add": {
                "GameplayTags": [],
                "ParentTags": []
            },
            "State Effects To Remove": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Misc Attributes": []
    },
    {
        "Name": "Legs_Gray_Feminine",
        "Generic": {
            "Equipment Type": {
                "TagName": "Items.Equipment.Wearable.Example.Legs_Gray_Feminine"
            },
            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Legs_Gray_Feminine"
            }
        },
        "Equip": {
            "Equipment Actor Class": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Masters/BP_Equipment_LeaderPosed.BP_Equipment_LeaderPosed_C",
            "Do not use equip or unequip animation": true,
            "Equip Animations": {
                "Unequip Animation": "None",
                "Equip Animation from armed": "None",
                "Equip Animation from unarmed": "None"
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            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
            "Visual ammo actor offset": {
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                    "Y": 0,
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                "Rotation": {
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                    "Roll": 0
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                "Scale": {
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            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Meshes/BrokenDownSkeleton_Quinn/Default/SM_Quinn_Legs_Gray.SM_Quinn_Legs_Gray",
            "Uses Skeletal Mesh": true,
            "Equip as Master Posed Skeletal Mesh": true,
            "Skeletal Mesh": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Meshes/BrokenDownSkeleton_Quinn/Default/SKM_Quinn_Legs_Gray.SKM_Quinn_Legs_Gray",
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                "Location": {
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                    "Y": 0,
                    "Z": 0
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                    "Pitch": 0,
                    "Yaw": 0,
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                },
                "Scale": {
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                    "Z": 1
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            },
            "Secondary Offset": {
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                    "Roll": 0
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                "Scale": {
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            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
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                "Rotation": {
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                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
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                    "Z": 1
                }
            },
            "Should check gender before equip": true,
            "Accepted on these Genders": [
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            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
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            "First Person Gun Socket": {
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                    "Yaw": 0,
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                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
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            },
            "First Person Single Grip": false
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        "Melee": {
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            "Light Attacks": [],
            "Use different light attack animations when in motion": false,
            "Light Attacks when in motion": [],
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            "Use different heavy attack animations when in motion": false,
            "Heavy Attacks when in motion": [],
            "Has Combo Multiplier": true,
            "Combo Multipliers": [
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                1.1,
                1.15,
                1.2,
                1.25
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            "Consumes on attack": true,
            "Heavy Attack Consumption": [],
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            "Looking Down Pitch": 0,
            "Looking Down Attack": {
                "Animation": "None",
                "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"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
                "Animation": "None",
                "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"
            },
            "Use Camera Z Rotation For Normal Attack": true,
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                "Y": 75,
                "Z": 75
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            "Can Attack In Air": true,
            "Use Different Attack When In Air": false,
            "In Air Attack": {
                "Animation": "None",
                "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"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "None"
        },
        "Defend": {
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            "Defend Animation": "None",
            "Can Equip Shield with this Weapon": false,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
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            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
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            "Camera Shake Class": "None",
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            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
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        "Ammo": {
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            "Accepted Ammo": {
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                "ParentTags": []
            }
        },
        "Aiming": {
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            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
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        "Crosshair": {
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            "Crosshair": "None"
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        "Reload": {
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            "Reload Animation": "None",
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            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
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        "Projectile": {
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            "Sound on activation": "None",
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                "Y": 0,
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            "Damage On Impact": false
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        "Throwable": {
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            "Timer is active while charging": false,
            "Time to activate": 0,
            "Can Charge Throwable?": false,
            "Throwing Animation": "None",
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            "Can Penetrate and Stick on Impact": false,
            "Can stick to this tag": "(",
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            "Charge Animation": "None",
            "Automaticly Recharge after throw": false,
            "Use Projectile Trajectory Prediction": false
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        "Hit Animations": "None",
        "Locking": {
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            "Rotate control to locked target": false,
            "Use outliner": false
        },
        "Damage Types": {
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            "Use Secondairy Damage Type For Heavy Attack": false,
            "Secondairy Damage Type": "None"
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        "IK": {
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            "Hand Bone": "None",
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                "Yaw": 0,
                "Roll": 0
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            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
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                "Lookup Map": []
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            "Level Attributes": [],
            "State Effects To Add": {
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                "ParentTags": []
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            "State Effects To Remove": {
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                "ParentTags": []
            }
        },
        "Misc Attributes": []
    },
    {
        "Name": "Legs_Gray_Masculine",
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                "TagName": "Items.Equipment.Wearable.Example.Legs_Gray_Masculine"
            },
            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Legs_Gray_Masculine"
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        },
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            "Equipment Actor Class": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Masters/BP_Equipment_LeaderPosed.BP_Equipment_LeaderPosed_C",
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            "Equip Animations": {
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                "Equip Animation from armed": "None",
                "Equip Animation from unarmed": "None"
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            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
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                "Scale": {
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            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Meshes/BrokenDownSkeleton_Manny/Default/SM_Manny_Legs_Gray.SM_Manny_Legs_Gray",
            "Uses Skeletal Mesh": true,
            "Equip as Master Posed Skeletal Mesh": true,
            "Skeletal Mesh": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Meshes/BrokenDownSkeleton_Manny/Default/SKM_Manny_Legs_Gray.SKM_Manny_Legs_Gray",
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                "Scale": {
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            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
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                "Scale": {
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            "Should check gender before equip": true,
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                "Scale": {
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            "First Person Single Grip": false
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            "Light Attacks when in motion": [],
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            "Heavy Attacks when in motion": [],
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            "Combo Multipliers": [
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                "Percentage Required to be played before being able to start next attack": 0.7,
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                "Time between attack": 1,
                "Damage Multiplier": 1,
                "Time Dilation": "None",
                "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
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            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
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                "Time Dilation": "None",
                "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
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            "Use Camera Z Rotation For Normal Attack": true,
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                "Y": 75,
                "Z": 75
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            "Can Attack In Air": true,
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                "Time between attack": 1,
                "Damage Multiplier": 1,
                "Time Dilation": "None",
                "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "None"
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        "Defend": {
            "Can Defend": false,
            "Defend Animation": "None",
            "Can Equip Shield with this Weapon": false,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
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            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
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            "Camera Shake Class": "None",
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            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
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        "Ammo": {
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            "Accepted Ammo": {
                "GameplayTags": [],
                "ParentTags": []
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        },
        "Aiming": {
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            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
        },
        "Crosshair": {
            "Has Crosshair": false,
            "Crosshair": "None"
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        "Reload": {
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            "Reload Animation": "None",
            "Has automatic reload": false,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
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        "Projectile": {
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            "Accepted Locking tags": [],
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            "Sound on activation": "None",
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            "Can Pickup After Ejected": false,
            "Velocity Direction": {
                "X": 0,
                "Y": 0,
                "Z": 0
            },
            "Damage On Impact": false
        },
        "Throwable": {
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            "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
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        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": false,
            "Rotate control to locked target": false,
            "Use outliner": false
        },
        "Damage Types": {
            "Damage Type": "None",
            "Use Secondairy Damage Type For Heavy Attack": false,
            "Secondairy Damage Type": "None"
        },
        "IK": {
            "Use IK to Aim": false,
            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
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            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
        },
        "Assigned Attributes": {
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                "Values": [],
                "Lookup Map": []
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                "Lookup Map": []
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            "State Effects To Add": {
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                "ParentTags": []
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            "State Effects To Remove": {
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                "ParentTags": []
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        },
        "Misc Attributes": []
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    {
        "Name": "Pistol",
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                "TagName": "Items.Equipment.Pistol.Pistol"
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            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
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            "Equip Animations": {
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                "Equip Animation from armed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Pistol_Equip.AM_MM_Pistol_Equip",
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            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
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                    "Y": 0,
                    "Z": 0
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                    "Yaw": 0,
                    "Roll": 0
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                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
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            },
            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "/Game/Hyper/ResourcePack/Weapons/Pistol/Mesh/SM_Pistol.SM_Pistol",
            "Uses Skeletal Mesh": false,
            "Equip as Master Posed Skeletal Mesh": false,
            "Skeletal Mesh": "None",
            "Equip at this slot": "Primary Weapon",
            "Attach at this socket": "rangedweapon_r",
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                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
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                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
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                "Scale": {
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                    "Y": 1.2,
                    "Z": 1.2
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                    "Yaw": 0,
                    "Roll": 0
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                "Scale": {
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                    "Y": 1,
                    "Z": 1
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            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
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                    "X": 0,
                    "Y": 0,
                    "Z": 0
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                "Rotation": {
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                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
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            },
            "Should check gender before equip": false,
            "Accepted on these Genders": [],
            "Override Global Orientation": false,
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                    "Yaw": 269.309181,
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                "Scale": {
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                    "Y": 1,
                    "Z": 1
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            },
            "First Person Single Grip": true
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        "Melee": {
            "Has Melee": false,
            "Light Attacks": [],
            "Use different light attack animations when in motion": false,
            "Light Attacks when in motion": [],
            "Heavy Attacks": [],
            "Use different heavy attack animations when in motion": false,
            "Heavy Attacks when in motion": [],
            "Has Combo Multiplier": true,
            "Combo Multipliers": [
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                1.1,
                1.15,
                1.2,
                1.25
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            "Consumes on attack": true,
            "Heavy Attack Consumption": [],
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            "Use Different Attack When Looking Down": false,
            "Looking Down Pitch": 0,
            "Looking Down Attack": {
                "Animation": "None",
                "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"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
                "Animation": "None",
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                "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"
            },
            "Use Camera Z Rotation For Normal Attack": true,
            "Trace Bounds": {
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                "Y": 75,
                "Z": 75
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            "Can Attack In Air": true,
            "Use Different Attack When In Air": false,
            "In Air Attack": {
                "Animation": "None",
                "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"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "/Game/Hyper/Core/Equipment_Manager/Datamodel/DataAssets/DA_Surface_Sounds_Base.DA_Surface_Sounds_Base"
        },
        "Defend": {
            "Can Defend": false,
            "Defend Animation": "None",
            "Can Equip Shield with this Weapon": false,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
            "Is Ranged": true,
            "Fire Animation": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Pistol_Fire.AM_MM_Pistol_Fire",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": false,
            "Fire effect": "/Game/Hyper/ResourcePack/Effects/Particles/Weapons/NS_WeaponFire.NS_WeaponFire",
            "FireSound": "/Game/Hyper/ResourcePack/Audio/Sounds/Weapons/Pistol/MSS_Weapons_Pistol_Fire.MSS_Weapons_Pistol_Fire",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
                "Single"
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            "Camera Shake Class": "/Game/Hyper/Equipment_Manager/Blueprints/CameraShakes/CS_Weapon_Fire_Pistol.CS_Weapon_Fire_Pistol_C",
            "Has Recoil": true,
            "Has Recoil Recovery": true,
            "Has Weapon Spray": true
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        "Ammo": {
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            "Accepted Ammo": {
                "GameplayTags": [
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                        "TagName": "Items.Equipment.Ammunition.9mm_ammo"
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                    {
                        "TagName": "Items.Equipment.Ammunition.9mm_ammo_piercing"
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                "ParentTags": [
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                        "TagName": "Items.Equipment.Ammunition"
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                    {
                        "TagName": "Items.Equipment"
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                    {
                        "TagName": "Items"
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                ]
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        },
        "Aiming": {
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            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
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        "Crosshair": {
            "Has Crosshair": true,
            "Crosshair": "/Game/Hyper/UI/Widgets/Specific/Combat/Crosshair/WBP_Crosshair_Pistol.WBP_Crosshair_Pistol_C"
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        "Reload": {
            "Has Reload": true,
            "Reload Animation": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Pistol_Reload.AM_MM_Pistol_Reload",
            "Has automatic reload": true,
            "Empty clip sound": "/Game/Hyper/ResourcePack/Audio/Sounds/Weapons/Pistol/SC_Weapons_Pistol_DryFire_01.SC_Weapons_Pistol_DryFire_01",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
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        "Projectile": {
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            "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": {
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                "Y": 0,
                "Z": 0
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            "Damage On Impact": false
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        "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
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        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": false,
            "Rotate control to locked target": false,
            "Use outliner": false
        },
        "Damage Types": {
            "Damage Type": "/Game/Hyper/ResourcePack/DamageTypes/DT_Combat.DT_Combat_C",
            "Use Secondairy Damage Type For Heavy Attack": false,
            "Secondairy Damage Type": "None"
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        "IK": {
            "Use IK to Aim": false,
            "Hand Bone": "None",
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                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
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            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
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        "Assigned Attributes": {
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                "Values": [],
                "Lookup Map": []
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                    {
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                        "Gameplay Tag": {
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                    },
                    {
                        "Gameplay Tag": {
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                    },
                    {
                        "Gameplay Tag": {
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                "Lookup Map": []
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            "Level Attributes": [],
            "State Effects To Add": {
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                "ParentTags": []
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                "GameplayTags": [],
                "ParentTags": []
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        "Misc Attributes": []
    },
    {
        "Name": "Pistol_Basic",
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                "TagName": "Items.Equipment.Pistol.Pistol_Basic"
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                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
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            "Equip Animations": {
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                "Equip Animation from unarmed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Pistol_Equip_Unarmed.AM_MM_Pistol_Equip_Unarmed"
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            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
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                    "Y": 0,
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                    "Roll": 0
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                    "Z": 1
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            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "None",
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            "Skeletal Mesh": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Mesh/SKM_Pistol.SKM_Pistol",
            "Equip at this slot": "Primary Weapon",
            "Attach at this socket": "rangedweapon_r",
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                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": -90,
                    "Roll": 0
                },
                "Scale": {
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                    "Y": 1,
                    "Z": 1
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            "Secondary Offset": {
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                    "Yaw": 0,
                    "Roll": 0
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                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
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            },
            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
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                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
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                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
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            },
            "Should check gender before equip": false,
            "Accepted on these Genders": [],
            "Override Global Orientation": false,
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                "Scale": {
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                    "Z": 1
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            "First Person Single Grip": true
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        "Melee": {
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            "Light Attacks": [],
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            "Light Attacks when in motion": [],
            "Heavy Attacks": [],
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            "Heavy Attacks when in motion": [],
            "Has Combo Multiplier": true,
            "Combo Multipliers": [
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                1.1,
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                1.2,
                1.25
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            "Consumes on attack": true,
            "Heavy Attack Consumption": [],
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            "Use Different Attack When Looking Down": false,
            "Looking Down Pitch": 0,
            "Looking Down Attack": {
                "Animation": "None",
                "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"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
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                "Time between attack": 1,
                "Damage Multiplier": 1,
                "Time Dilation": "None",
                "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
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            "Use Camera Z Rotation For Normal Attack": true,
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                "Y": 75,
                "Z": 75
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            "Can Attack In Air": true,
            "Use Different Attack When In Air": false,
            "In Air Attack": {
                "Animation": "None",
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                "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"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "/Game/Hyper/Core/Equipment_Manager/Datamodel/DataAssets/DA_Surface_Sounds_Base.DA_Surface_Sounds_Base"
        },
        "Defend": {
            "Can Defend": false,
            "Defend Animation": "None",
            "Can Equip Shield with this Weapon": false,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
            "Is Ranged": true,
            "Fire Animation": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Pistol_Fire.AM_MM_Pistol_Fire",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": false,
            "Fire effect": "/Game/Hyper/ResourcePack/Effects/Particles/Weapons/NS_WeaponFire.NS_WeaponFire",
            "FireSound": "/Game/Hyper/ResourcePack/Audio/Sounds/Weapons/Pistol/MSS_Weapons_Pistol_Fire.MSS_Weapons_Pistol_Fire",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": true,
            "Animation in equipped mesh": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_Weap_Pistol_Fire.AM_Weap_Pistol_Fire",
            "Accepted Fire Modes": [
                "Single"
            ],
            "Camera Shake Class": "/Game/Hyper/Equipment_Manager/Blueprints/CameraShakes/CS_Weapon_Fire_Pistol.CS_Weapon_Fire_Pistol_C",
            "Has Recoil": true,
            "Has Recoil Recovery": true,
            "Has Weapon Spray": true
        },
        "Ammo": {
            "Requires Ammo": true,
            "Accepted Ammo": {
                "GameplayTags": [
                    {
                        "TagName": "Items.Equipment.Ammunition.9mm_ammo"
                    }
                ],
                "ParentTags": [
                    {
                        "TagName": "Items.Equipment.Ammunition"
                    },
                    {
                        "TagName": "Items.Equipment"
                    },
                    {
                        "TagName": "Items"
                    }
                ]
            }
        },
        "Aiming": {
            "Has Aim Down Sight": true,
            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
        },
        "Crosshair": {
            "Has Crosshair": true,
            "Crosshair": "/Game/Hyper/UI/Widgets/Specific/Combat/Crosshair/WBP_Crosshair_Pistol.WBP_Crosshair_Pistol_C"
        },
        "Reload": {
            "Has Reload": true,
            "Reload Animation": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Pistol_Reload.AM_MM_Pistol_Reload",
            "Has automatic reload": true,
            "Empty clip sound": "/Game/Hyper/ResourcePack/Audio/Sounds/Weapons/Pistol/SC_Weapons_Pistol_DryFire_01.SC_Weapons_Pistol_DryFire_01",
            "Play animation in equipped skeletal mesh": true,
            "Animation in equipped mesh": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_Weap_Pistol_Reload.AM_Weap_Pistol_Reload",
            "Has Manual Reload": true
        },
        "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
        },
        "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
        },
        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": false,
            "Rotate control to locked target": false,
            "Use outliner": false
        },
        "Damage Types": {
            "Damage Type": "/Game/Hyper/ResourcePack/DamageTypes/DT_Combat.DT_Combat_C",
            "Use Secondairy Damage Type For Heavy Attack": false,
            "Secondairy Damage Type": "None"
        },
        "IK": {
            "Use IK to Aim": false,
            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
            },
            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
        },
        "Assigned Attributes": {
            "Non-Persistent Attributes": {
                "Values": [],
                "Lookup Map": []
            },
            "Persistent Attributes": {
                "Attributes": [
                    {
                        "Gameplay Tag": {
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                            "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
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Ranged.Max Rounds In Magazine"
                        },
                        "Attribute": {
                            "Base": 16,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Ranged.Amount Of Shots In One Fire"
                        },
                        "Attribute": {
                            "Base": 1,
                            "Added": 0
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                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Generic.Time Between Attacks"
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                        "Attribute": {
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                            "Added": 0
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                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Ranged.Aiming FOV"
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                        "Attribute": {
                            "Base": 75,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
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                        },
                        "Attribute": {
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                            "Added": 0
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                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Ranged.Recoil.Intensity"
                        },
                        "Attribute": {
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                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Ranged.Recoil.Recovery Rate"
                        },
                        "Attribute": {
                            "Base": 0.2,
                            "Added": 0
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                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Ranged.Recoil.Improvement Aiming"
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                        "Attribute": {
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                    {
                        "Gameplay Tag": {
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                    {
                        "Gameplay Tag": {
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                            "Added": 0
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                    {
                        "Gameplay Tag": {
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                        "Attribute": {
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                    {
                        "Gameplay Tag": {
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                        "Gameplay Tag": {
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                    },
                    {
                        "Gameplay Tag": {
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                        "Attribute": {
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                    },
                    {
                        "Gameplay Tag": {
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                    },
                    {
                        "Gameplay Tag": {
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                    {
                        "Gameplay Tag": {
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                        "Attribute": {
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                "Lookup Map": []
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            "Level Attributes": [],
            "State Effects To Add": {
                "GameplayTags": [],
                "ParentTags": []
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            "State Effects To Remove": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Misc Attributes": []
    },
    {
        "Name": "Plant_Cure",
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                "TagName": "Items.Equipment.Farming.Plant_Cure"
            },
            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Plant_Cure"
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        "Equip": {
            "Equipment Actor Class": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Implementations/BP_Equipment_Farming.BP_Equipment_Farming_C",
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            "Equip Animations": {
                "Unequip Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Actions/AM_MM_Generic_Unequip.AM_MM_Generic_Unequip",
                "Equip Animation from armed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic",
                "Equip Animation from unarmed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic"
            },
            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
            "Visual ammo actor offset": {
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                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "/Game/Hyper/ResourcePack/Food/Vial/Mesh/SM_Vial_Green.SM_Vial_Green",
            "Uses Skeletal Mesh": false,
            "Equip as Master Posed Skeletal Mesh": false,
            "Skeletal Mesh": "None",
            "Equip at this slot": "Primary Weapon",
            "Attach at this socket": "weapon_l",
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                "Location": {
                    "X": 8,
                    "Y": 0,
                    "Z": 3
                },
                "Rotation": {
                    "Pitch": 180,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Secondary Offset": {
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                    "Z": 0
                },
                "Rotation": {
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                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
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            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
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                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
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                "Rotation": {
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                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should check gender before equip": false,
            "Accepted on these Genders": [],
            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
            "Use Right Handed Pickup": false,
            "First Person Gun Socket": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
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                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
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            },
            "First Person Single Grip": false
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        "Melee": {
            "Has Melee": false,
            "Light Attacks": [],
            "Use different light attack animations when in motion": false,
            "Light Attacks when in motion": [],
            "Heavy Attacks": [
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Ability/AM_Sword_Ability_R_Montage.AM_Sword_Ability_R_Montage",
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                    "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/Sword/Ability/AM_Sword_Ability_E_Montage.AM_Sword_Ability_E_Montage",
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                    "Time between attack": 1,
                    "Damage Multiplier": -1,
                    "Time Dilation": "None",
                    "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
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            ],
            "Use different heavy attack animations when in motion": false,
            "Heavy Attacks when in motion": [],
            "Has Combo Multiplier": true,
            "Combo Multipliers": [
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            "Consumes on attack": true,
            "Heavy Attack Consumption": [],
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            "Use Different Attack When Looking Down": false,
            "Looking Down Pitch": 0,
            "Looking Down Attack": {
                "Animation": "None",
                "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"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
                "Animation": "None",
                "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"
            },
            "Use Camera Z Rotation For Normal Attack": true,
            "Trace Bounds": {
                "X": 75,
                "Y": 75,
                "Z": 75
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            "Can Attack In Air": true,
            "Use Different Attack When In Air": false,
            "In Air Attack": {
                "Animation": "None",
                "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"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "None"
        },
        "Defend": {
            "Can Defend": false,
            "Defend Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Block/Anim_Sword_Block.Anim_Sword_Block",
            "Can Equip Shield with this Weapon": false,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
            "Is Ranged": false,
            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
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            "Camera Shake Class": "None",
            "Has Recoil": false,
            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
        },
        "Ammo": {
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            "Accepted Ammo": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Aiming": {
            "Has Aim Down Sight": false,
            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
        },
        "Crosshair": {
            "Has Crosshair": false,
            "Crosshair": "None"
        },
        "Reload": {
            "Has Reload": false,
            "Reload Animation": "None",
            "Has automatic reload": false,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Has Manual Reload": false
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        "Projectile": {
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            "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
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            "Damage On Impact": false
        },
        "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
        },
        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": true,
            "Rotate control to locked target": true,
            "Use outliner": true
        },
        "Damage Types": {
            "Damage Type": "None",
            "Use Secondairy Damage Type For Heavy Attack": false,
            "Secondairy Damage Type": "None"
        },
        "IK": {
            "Use IK to Aim": false,
            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
            },
            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
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        "Assigned Attributes": {
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                "Values": [],
                "Lookup Map": []
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            "Persistent Attributes": {
                "Attributes": [],
                "Lookup Map": []
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            "Level Attributes": [],
            "State Effects To Add": {
                "GameplayTags": [],
                "ParentTags": []
            },
            "State Effects To Remove": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Misc Attributes": []
    },
    {
        "Name": "Rifle_Basic",
        "Generic": {
            "Equipment Type": {
                "TagName": "Items.Equipment.Rifle.Rifle_Basic"
            },
            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Rifle_Basic"
            }
        },
        "Equip": {
            "Equipment Actor Class": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Masters/BP_Equipment_Ranged_HitScan.BP_Equipment_Ranged_HitScan_C",
            "Do not use equip or unequip animation": false,
            "Equip Animations": {
                "Unequip Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Actions/AM_MM_Generic_Unequip.AM_MM_Generic_Unequip",
                "Equip Animation from armed": "/Game/Hyper/ResourcePack/Weapons/Rifle_Basic/Animations/AM_MM_Rifle_Equip.AM_MM_Rifle_Equip",
                "Equip Animation from unarmed": "/Game/Hyper/ResourcePack/Weapons/Rifle_Basic/Animations/AM_MM_Rifle_Equip_Unarmed.AM_MM_Rifle_Equip_Unarmed"
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            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
            "Visual ammo actor offset": {
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                "Rotation": {
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                    "Yaw": 0,
                    "Roll": 0
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                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
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            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "None",
            "Uses Skeletal Mesh": true,
            "Equip as Master Posed Skeletal Mesh": false,
            "Skeletal Mesh": "/Game/Hyper/ResourcePack/Weapons/Rifle_Basic/Mesh/SKM_Rifle.SKM_Rifle",
            "Equip at this slot": "Primary Weapon",
            "Attach at this socket": "rangedweapon_r",
            "Socket Offset": {
                "Location": {
                    "X": 0,
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                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": -90,
                    "Roll": 0
                },
                "Scale": {
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                    "Z": 1
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            "Secondary Offset": {
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                "Rotation": {
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                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
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            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
            "Dual Wield Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
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                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should check gender before equip": false,
            "Accepted on these Genders": [],
            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
            "Use Right Handed Pickup": false,
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                "Location": {
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            "First Person Single Grip": false
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        "Melee": {
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            "Light Attacks": [],
            "Use different light attack animations when in motion": false,
            "Light Attacks when in motion": [],
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            "Heavy Attacks when in motion": [],
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            "Looking Down Pitch": 0,
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            "Use different looking down attack animations when in motion": false,
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                "Time between attack": 1,
                "Damage Multiplier": 1,
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            "Use Camera Z Rotation For Normal Attack": true,
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            "Can Attack In Air": true,
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                "Time between attack": 1,
                "Damage Multiplier": 1,
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            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "Percentage Required to be played before being able to start next attack": 0.7,
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                "Time between attack": 1,
                "Damage Multiplier": 1,
                "Time Dilation": "None",
                "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
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            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "/Game/Hyper/Core/Equipment_Manager/Datamodel/DataAssets/DA_Surface_Sounds_Base.DA_Surface_Sounds_Base"
        },
        "Defend": {
            "Can Defend": false,
            "Defend Animation": "None",
            "Can Equip Shield with this Weapon": false,
            "Animation Layer to use with shield": "None"
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        "Ranged": {
            "Is Ranged": true,
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            "Automatically Zoom In When Firing In First Person": false,
            "Fire effect": "/Game/Hyper/ResourcePack/Effects/Particles/Weapons/NS_WeaponFire_MuzzleFlash_Rifle.NS_WeaponFire_MuzzleFlash_Rifle",
            "FireSound": "/Game/Hyper/ResourcePack/Audio/MetaSounds/sfx_Weapon_SemiAutomaticRifle_nl_metaPreset.sfx_Weapon_SemiAutomaticRifle_nl_metaPreset",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": true,
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                "Burst"
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                        "TagName": "Items.Equipment.Ammunition.762_39mm_ammo"
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                "ParentTags": [
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                        "TagName": "Items.Equipment.Ammunition"
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                    {
                        "TagName": "Items.Equipment"
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                    {
                        "TagName": "Items"
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        },
        "Aiming": {
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        "Crosshair": {
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            "Crosshair": "/Game/Hyper/UI/Widgets/Specific/Combat/Crosshair/WBP_Crosshair_Rifle.WBP_Crosshair_Rifle_C"
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            "Sound on activation": "None",
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            "Damage On Impact": false
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        "Throwable": {
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            "Timer is active while charging": false,
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            "Can Charge Throwable?": false,
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            "Can stick to this tag": "(",
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            "Use Projectile Trajectory Prediction": false
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        "Hit Animations": "None",
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            "Can lock onto target with this weapon": false,
            "Rotate control to locked target": false,
            "Use outliner": false
        },
        "Damage Types": {
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            "Use Secondairy Damage Type For Heavy Attack": false,
            "Secondairy Damage Type": "None"
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        "IK": {
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            "Hand Bone": "None",
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                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
            },
            "Use Left Hand IK On All Animations": true,
            "Target Socket": "Left_Hand"
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                "Lookup Map": []
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                        "Gameplay Tag": {
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                    {
                        "Gameplay Tag": {
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            "Level Attributes": [],
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        "Name": "Shield_Legend",
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                "Equip Animation from unarmed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic"
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            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
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            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
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            "Equip as Master Posed Skeletal Mesh": false,
            "Skeletal Mesh": "None",
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            "Attach at this socket": "weapon_l",
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            "Should check gender before equip": false,
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            "First Person Single Grip": false
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        "Melee": {
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            "Light Attacks when in motion": [],
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            "Heavy Attacks when in motion": [],
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            "Use different looking down attack animations when in motion": false,
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            "Use Camera Z Rotation For Normal Attack": true,
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            "Can Attack In Air": true,
            "Use Different Attack When In Air": false,
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                "Damage Multiplier": 1,
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            "Use different air attack animations when in motion": false,
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                "Time between attack": 1,
                "Damage Multiplier": 1,
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                "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
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            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "None"
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        "Defend": {
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            "Animation Layer to use with shield": "None"
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        "Ranged": {
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            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
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            "Camera Shake Class": "None",
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            "Has Recoil Recovery": false,
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                "ParentTags": []
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            "Has Zoom Overlay": false,
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        },
        "Crosshair": {
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            "Crosshair": "None"
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        "Reload": {
            "Has Reload": false,
            "Reload Animation": "None",
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            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
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            "Sound on activation": "None",
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            "Damage On Impact": false
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        "Throwable": {
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            "Can Charge Throwable?": false,
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            "Can Penetrate and Stick on Impact": false,
            "Can stick to this tag": "(",
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            "Charge Animation": "None",
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            "Use Projectile Trajectory Prediction": false
        },
        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": false,
            "Rotate control to locked target": false,
            "Use outliner": false
        },
        "Damage Types": {
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            "Secondairy Damage Type": "None"
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        "IK": {
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            "Hand Bone": "None",
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                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
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            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
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                "Lookup Map": []
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            "Level Attributes": [],
            "State Effects To Add": {
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                "ParentTags": []
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            "State Effects To Remove": {
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                "ParentTags": []
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        },
        "Misc Attributes": []
    },
    {
        "Name": "Shield_Round_Wooden",
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                "TagName": "Items.Equipment.Shield.Shield_Round_Wooden"
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            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
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        },
        "Equip": {
            "Equipment Actor Class": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Masters/BP_Equipment_Base.BP_Equipment_Base_C",
            "Do not use equip or unequip animation": true,
            "Equip Animations": {
                "Unequip Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Actions/AM_MM_Generic_Unequip.AM_MM_Generic_Unequip",
                "Equip Animation from armed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic",
                "Equip Animation from unarmed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic"
            },
            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
            "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
                }
            },
            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "/Game/Hyper/ResourcePack/Weapons/Shields/Wooden_Shield_Round/Mesh/SM_Shield_Round.SM_Shield_Round",
            "Uses Skeletal Mesh": false,
            "Equip as Master Posed Skeletal Mesh": false,
            "Skeletal Mesh": "None",
            "Equip at this slot": "Offhand",
            "Attach at this socket": "weapon_l",
            "Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 0.75,
                    "Y": 0.75,
                    "Z": 0.75
                }
            },
            "Secondary Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
            "Dual Wield Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should check gender before equip": false,
            "Accepted on these Genders": [],
            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
            "Use Right Handed Pickup": false,
            "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
                }
            },
            "First Person Single Grip": false
        },
        "Melee": {
            "Has Melee": false,
            "Light Attacks": [],
            "Use different light attack animations when in motion": false,
            "Light Attacks when in motion": [],
            "Heavy Attacks": [],
            "Use different heavy attack animations when in motion": false,
            "Heavy Attacks when in motion": [],
            "Has Combo Multiplier": true,
            "Combo Multipliers": [
                1.05,
                1.1,
                1.15,
                1.2,
                1.25
            ],
            "Consumes on attack": true,
            "Heavy Attack Consumption": [],
            "Light Attack Consumption": [],
            "Use Different Attack When Looking Down": false,
            "Looking Down Pitch": 0,
            "Looking Down Attack": {
                "Animation": "None",
                "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"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
                "Animation": "None",
                "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"
            },
            "Use Camera Z Rotation For Normal Attack": true,
            "Trace Bounds": {
                "X": 75,
                "Y": 75,
                "Z": 75
            },
            "Can Attack In Air": true,
            "Use Different Attack When In Air": false,
            "In Air Attack": {
                "Animation": "None",
                "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"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "None"
        },
        "Defend": {
            "Can Defend": true,
            "Defend Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Block/Anim_Sword_withShieldBlocking.Anim_Sword_withShieldBlocking",
            "Can Equip Shield with this Weapon": false,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
            "Is Ranged": false,
            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
                "Single"
            ],
            "Camera Shake Class": "None",
            "Has Recoil": false,
            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
        },
        "Ammo": {
            "Requires Ammo": false,
            "Accepted Ammo": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Aiming": {
            "Has Aim Down Sight": false,
            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
        },
        "Crosshair": {
            "Has Crosshair": false,
            "Crosshair": "None"
        },
        "Reload": {
            "Has Reload": false,
            "Reload Animation": "None",
            "Has automatic reload": false,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Has Manual Reload": 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
        },
        "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
        },
        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": false,
            "Rotate control to locked target": false,
            "Use outliner": false
        },
        "Damage Types": {
            "Damage Type": "/Game/Hyper/ResourcePack/DamageTypes/DT_Combat.DT_Combat_C",
            "Use Secondairy Damage Type For Heavy Attack": false,
            "Secondairy Damage Type": "None"
        },
        "IK": {
            "Use IK to Aim": false,
            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
            },
            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
        },
        "Assigned Attributes": {
            "Non-Persistent Attributes": {
                "Values": [],
                "Lookup Map": []
            },
            "Persistent Attributes": {
                "Attributes": [],
                "Lookup Map": []
            },
            "Level Attributes": [],
            "State Effects To Add": {
                "GameplayTags": [],
                "ParentTags": []
            },
            "State Effects To Remove": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Misc Attributes": []
    },
    {
        "Name": "Shotgun",
        "Generic": {
            "Equipment Type": {
                "TagName": "Items.Equipment.Shotgun.Shotgun"
            },
            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Shotgun"
            }
        },
        "Equip": {
            "Equipment Actor Class": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Masters/BP_Equipment_Ranged_HitScan.BP_Equipment_Ranged_HitScan_C",
            "Do not use equip or unequip animation": false,
            "Equip Animations": {
                "Unequip Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Actions/AM_MM_Generic_Unequip.AM_MM_Generic_Unequip",
                "Equip Animation from armed": "/Game/Hyper/ResourcePack/Weapons/Rifle_Basic/Animations/AM_MM_Rifle_Equip_Unarmed.AM_MM_Rifle_Equip_Unarmed",
                "Equip Animation from unarmed": "/Game/Hyper/ResourcePack/Weapons/Rifle_Basic/Animations/AM_MM_Rifle_Equip_Unarmed.AM_MM_Rifle_Equip_Unarmed"
            },
            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
            "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
                }
            },
            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "/Game/Hyper/ResourcePack/Weapons/Shotgun/Mesh/SM_Shotgun.SM_Shotgun",
            "Uses Skeletal Mesh": false,
            "Equip as Master Posed Skeletal Mesh": false,
            "Skeletal Mesh": "None",
            "Equip at this slot": "Primary Weapon",
            "Attach at this socket": "rangedweapon_r",
            "Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 0.8,
                    "Y": 0.8,
                    "Z": 0.8
                }
            },
            "Secondary Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
            "Dual Wield Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should check gender before equip": false,
            "Accepted on these Genders": [],
            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
            "Use Right Handed Pickup": false,
            "First Person Gun Socket": {
                "Location": {
                    "X": 9.7,
                    "Y": -34.5,
                    "Z": 144.7
                },
                "Rotation": {
                    "Pitch": 41.5,
                    "Yaw": -93.4,
                    "Roll": 6
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "First Person Single Grip": false
        },
        "Melee": {
            "Has Melee": false,
            "Light Attacks": [],
            "Use different light attack animations when in motion": false,
            "Light Attacks when in motion": [],
            "Heavy Attacks": [],
            "Use different heavy attack animations when in motion": false,
            "Heavy Attacks when in motion": [],
            "Has Combo Multiplier": true,
            "Combo Multipliers": [
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                1.1,
                1.15,
                1.2,
                1.25
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            "Consumes on attack": true,
            "Heavy Attack Consumption": [],
            "Light Attack Consumption": [],
            "Use Different Attack When Looking Down": false,
            "Looking Down Pitch": 0,
            "Looking Down Attack": {
                "Animation": "None",
                "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"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
                "Animation": "None",
                "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"
            },
            "Use Camera Z Rotation For Normal Attack": true,
            "Trace Bounds": {
                "X": 75,
                "Y": 75,
                "Z": 75
            },
            "Can Attack In Air": true,
            "Use Different Attack When In Air": false,
            "In Air Attack": {
                "Animation": "None",
                "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"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "/Game/Hyper/Core/Equipment_Manager/Datamodel/DataAssets/DA_Surface_Sounds_Base.DA_Surface_Sounds_Base"
        },
        "Defend": {
            "Can Defend": false,
            "Defend Animation": "None",
            "Can Equip Shield with this Weapon": false,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
            "Is Ranged": true,
            "Fire Animation": "/Game/Hyper/ResourcePack/Weapons/Shotgun_Basic/Animations/AM_MM_Shotgun_Fire.AM_MM_Shotgun_Fire",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": false,
            "Fire effect": "/Game/Hyper/ResourcePack/Effects/Particles/Weapons/NS_WeaponFire_MuzzleFlash_Rifle.NS_WeaponFire_MuzzleFlash_Rifle",
            "FireSound": "/Game/Hyper/ResourcePack/Audio/Sounds/Weapons/Shotgun/MSS_Weapons_Shotgun_Fire.MSS_Weapons_Shotgun_Fire",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": true,
            "Animation in equipped mesh": "/Game/Hyper/ResourcePack/Weapons/Shotgun_Basic/Animations/AM_Weap_Shotgun_Fire.AM_Weap_Shotgun_Fire",
            "Accepted Fire Modes": [
                "Single"
            ],
            "Camera Shake Class": "/Game/Hyper/Equipment_Manager/Blueprints/CameraShakes/CS_Weapon_Fire_Shotgun.CS_Weapon_Fire_Shotgun_C",
            "Has Recoil": true,
            "Has Recoil Recovery": true,
            "Has Weapon Spray": true
        },
        "Ammo": {
            "Requires Ammo": true,
            "Accepted Ammo": {
                "GameplayTags": [
                    {
                        "TagName": "Items.Equipment.Ammunition.Buckshot_ammo"
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                ],
                "ParentTags": [
                    {
                        "TagName": "Items.Equipment.Ammunition"
                    },
                    {
                        "TagName": "Items.Equipment"
                    },
                    {
                        "TagName": "Items"
                    }
                ]
            }
        },
        "Aiming": {
            "Has Aim Down Sight": true,
            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
        },
        "Crosshair": {
            "Has Crosshair": true,
            "Crosshair": "/Game/Hyper/UI/Widgets/Specific/Combat/Crosshair/WBP_Crosshair_Shotgun.WBP_Crosshair_Shotgun_C"
        },
        "Reload": {
            "Has Reload": true,
            "Reload Animation": "/Game/Hyper/ResourcePack/Weapons/Shotgun_Basic/Animations/AM_MM_Shotgun_Reload.AM_MM_Shotgun_Reload",
            "Has automatic reload": true,
            "Empty clip sound": "/Game/Hyper/ResourcePack/Audio/Sounds/Weapons/Shotgun/SC_Weapons_Shotgun_DryFire_01.SC_Weapons_Shotgun_DryFire_01",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Has Manual Reload": true
        },
        "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
        },
        "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
        },
        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": false,
            "Rotate control to locked target": false,
            "Use outliner": false
        },
        "Damage Types": {
            "Damage Type": "/Game/Hyper/ResourcePack/DamageTypes/DT_Combat.DT_Combat_C",
            "Use Secondairy Damage Type For Heavy Attack": false,
            "Secondairy Damage Type": "None"
        },
        "IK": {
            "Use IK to Aim": false,
            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
            },
            "Use Left Hand IK On All Animations": true,
            "Target Socket": "Left_Hand"
        },
        "Assigned Attributes": {
            "Non-Persistent Attributes": {
                "Values": [],
                "Lookup Map": []
            },
            "Persistent Attributes": {
                "Attributes": [
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Generic.Base Damage"
                        },
                        "Attribute": {
                            "Base": 30,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Generic.Critical Strike Chance"
                        },
                        "Attribute": {
                            "Base": 0.175,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Generic.Critical Strike Multiplier"
                        },
                        "Attribute": {
                            "Base": 2,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Ranged.Max Rounds In Magazine"
                        },
                        "Attribute": {
                            "Base": 4,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Ranged.Amount Of Shots In One Fire"
                        },
                        "Attribute": {
                            "Base": 8,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Generic.Time Between Attacks"
                        },
                        "Attribute": {
                            "Base": 1,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Ranged.Aiming FOV"
                        },
                        "Attribute": {
                            "Base": 75,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Ranged.Recoil.Speed"
                        },
                        "Attribute": {
                            "Base": 0.1,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Ranged.Recoil.Intensity"
                        },
                        "Attribute": {
                            "Base": 1,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Ranged.Recoil.Recovery Rate"
                        },
                        "Attribute": {
                            "Base": 1,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Ranged.Recoil.Improvement Aiming"
                        },
                        "Attribute": {
                            "Base": 0.2,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Ranged.Recoil.Improvement Crouching"
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                        "Attribute": {
                            "Base": 0.2,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Ranged.Recoil.Improvement Proning"
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                        "Attribute": {
                            "Base": 0.2,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Ranged.Spray.Minimum Variation"
                        },
                        "Attribute": {
                            "Base": -400,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Ranged.Spray.Maximum Variation"
                        },
                        "Attribute": {
                            "Base": 400,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Ranged.Spray.Improvement Aiming"
                        },
                        "Attribute": {
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                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Ranged.Spray.Improvement Crouching"
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                    },
                    {
                        "Gameplay Tag": {
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                        "Attribute": {
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                            "Added": 0
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                    },
                    {
                        "Gameplay Tag": {
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                        "Attribute": {
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                    },
                    {
                        "Gameplay Tag": {
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                        "Attribute": {
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                    },
                    {
                        "Gameplay Tag": {
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                        "Attribute": {
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                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Ranged.Max Magazines"
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                        "Attribute": {
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                            "Added": 0
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                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Ranged.Range"
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                        "Attribute": {
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                            "Added": 0
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                    }
                ],
                "Lookup Map": []
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            "Level Attributes": [],
            "State Effects To Add": {
                "GameplayTags": [],
                "ParentTags": []
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            "State Effects To Remove": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Misc Attributes": []
    },
    {
        "Name": "Shotgun_Basic",
        "Generic": {
            "Equipment Type": {
                "TagName": "Items.Equipment.Shotgun.Shotgun_Basic"
            },
            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Shotgun_Basic"
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        },
        "Equip": {
            "Equipment Actor Class": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Masters/BP_Equipment_Ranged_HitScan.BP_Equipment_Ranged_HitScan_C",
            "Do not use equip or unequip animation": false,
            "Equip Animations": {
                "Unequip Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Actions/AM_MM_Generic_Unequip.AM_MM_Generic_Unequip",
                "Equip Animation from armed": "/Game/Hyper/ResourcePack/Weapons/Rifle_Basic/Animations/AM_MM_Rifle_Equip_Unarmed.AM_MM_Rifle_Equip_Unarmed",
                "Equip Animation from unarmed": "/Game/Hyper/ResourcePack/Weapons/Rifle_Basic/Animations/AM_MM_Rifle_Equip_Unarmed.AM_MM_Rifle_Equip_Unarmed"
            },
            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
            "Visual ammo actor offset": {
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                    "X": 0,
                    "Y": 0,
                    "Z": 0
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                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "None",
            "Uses Skeletal Mesh": true,
            "Equip as Master Posed Skeletal Mesh": false,
            "Skeletal Mesh": "/Game/Hyper/ResourcePack/Weapons/Shotgun_Basic/Mesh/SKM_Shotgun.SKM_Shotgun",
            "Equip at this slot": "Primary Weapon",
            "Attach at this socket": "rangedweapon_r",
            "Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": -90,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
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            },
            "Secondary Offset": {
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                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
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                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
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                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should check gender before equip": false,
            "Accepted on these Genders": [],
            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
            "Use Right Handed Pickup": false,
            "First Person Gun Socket": {
                "Location": {
                    "X": 10.019727,
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                "Scale": {
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            },
            "First Person Single Grip": false
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        "Melee": {
            "Has Melee": false,
            "Light Attacks": [],
            "Use different light attack animations when in motion": false,
            "Light Attacks when in motion": [],
            "Heavy Attacks": [],
            "Use different heavy attack animations when in motion": false,
            "Heavy Attacks when in motion": [],
            "Has Combo Multiplier": true,
            "Combo Multipliers": [
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                1.1,
                1.15,
                1.2,
                1.25
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            "Consumes on attack": true,
            "Heavy Attack Consumption": [],
            "Light Attack Consumption": [],
            "Use Different Attack When Looking Down": false,
            "Looking Down Pitch": 0,
            "Looking Down Attack": {
                "Animation": "None",
                "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"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
                "Animation": "None",
                "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"
            },
            "Use Camera Z Rotation For Normal Attack": true,
            "Trace Bounds": {
                "X": 75,
                "Y": 75,
                "Z": 75
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            "Can Attack In Air": true,
            "Use Different Attack When In Air": false,
            "In Air Attack": {
                "Animation": "None",
                "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"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "/Game/Hyper/Core/Equipment_Manager/Datamodel/DataAssets/DA_Surface_Sounds_Base.DA_Surface_Sounds_Base"
        },
        "Defend": {
            "Can Defend": false,
            "Defend Animation": "None",
            "Can Equip Shield with this Weapon": false,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
            "Is Ranged": true,
            "Fire Animation": "/Game/Hyper/ResourcePack/Weapons/Shotgun_Basic/Animations/AM_MM_Shotgun_Fire.AM_MM_Shotgun_Fire",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": false,
            "Fire effect": "/Game/Hyper/ResourcePack/Effects/Particles/Weapons/NS_WeaponFire_MuzzleFlash_Rifle.NS_WeaponFire_MuzzleFlash_Rifle",
            "FireSound": "/Game/Hyper/ResourcePack/Audio/Sounds/Weapons/Shotgun/MSS_Weapons_Shotgun_Fire.MSS_Weapons_Shotgun_Fire",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": true,
            "Animation in equipped mesh": "/Game/Hyper/ResourcePack/Weapons/Shotgun_Basic/Animations/AM_Weap_Shotgun_Fire.AM_Weap_Shotgun_Fire",
            "Accepted Fire Modes": [
                "Single"
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            "Camera Shake Class": "/Game/Hyper/Equipment_Manager/Blueprints/CameraShakes/CS_Weapon_Fire_Shotgun.CS_Weapon_Fire_Shotgun_C",
            "Has Recoil": true,
            "Has Recoil Recovery": true,
            "Has Weapon Spray": true
        },
        "Ammo": {
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            "Accepted Ammo": {
                "GameplayTags": [
                    {
                        "TagName": "Items.Equipment.Ammunition.Buckshot_ammo"
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                ],
                "ParentTags": [
                    {
                        "TagName": "Items.Equipment.Ammunition"
                    },
                    {
                        "TagName": "Items.Equipment"
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                    {
                        "TagName": "Items"
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                ]
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        },
        "Aiming": {
            "Has Aim Down Sight": true,
            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
        },
        "Crosshair": {
            "Has Crosshair": true,
            "Crosshair": "/Game/Hyper/UI/Widgets/Specific/Combat/Crosshair/WBP_Crosshair_Shotgun.WBP_Crosshair_Shotgun_C"
        },
        "Reload": {
            "Has Reload": true,
            "Reload Animation": "/Game/Hyper/ResourcePack/Weapons/Shotgun_Basic/Animations/AM_MM_Shotgun_Reload.AM_MM_Shotgun_Reload",
            "Has automatic reload": true,
            "Empty clip sound": "/Game/Hyper/ResourcePack/Audio/Sounds/Weapons/Shotgun/SC_Weapons_Shotgun_DryFire_01.SC_Weapons_Shotgun_DryFire_01",
            "Play animation in equipped skeletal mesh": true,
            "Animation in equipped mesh": "/Game/Hyper/ResourcePack/Weapons/Shotgun_Basic/Animations/AM_Weap_Shotgun_Reload.AM_Weap_Shotgun_Reload",
            "Has Manual Reload": true
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        "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": {
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                "Y": 0,
                "Z": 0
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            "Damage On Impact": false
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        "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
        },
        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": false,
            "Rotate control to locked target": false,
            "Use outliner": false
        },
        "Damage Types": {
            "Damage Type": "/Game/Hyper/ResourcePack/DamageTypes/DT_Combat.DT_Combat_C",
            "Use Secondairy Damage Type For Heavy Attack": false,
            "Secondairy Damage Type": "None"
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        "IK": {
            "Use IK to Aim": false,
            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
            },
            "Use Left Hand IK On All Animations": true,
            "Target Socket": "Left_Hand"
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        "Assigned Attributes": {
            "Non-Persistent Attributes": {
                "Values": [],
                "Lookup Map": []
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            "Persistent Attributes": {
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                    },
                    {
                        "Gameplay Tag": {
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                    },
                    {
                        "Gameplay Tag": {
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                    },
                    {
                        "Gameplay Tag": {
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                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
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                        "Attribute": {
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                            "Added": 0
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                        "Gameplay Tag": {
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                        "Gameplay Tag": {
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                        "Attribute": {
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                    },
                    {
                        "Gameplay Tag": {
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            "Level Attributes": [],
            "State Effects To Add": {
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                "ParentTags": []
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                "GameplayTags": [],
                "ParentTags": []
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        },
        "Misc Attributes": []
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    {
        "Name": "Silver_Necklace",
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            "Linked Inventory Item": {
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                "RowName": "Silver_Necklace"
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            "Equip Animations": {
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                "Equip Animation from armed": "None",
                "Equip Animation from unarmed": "None"
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            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
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                "Scale": {
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                    "Z": 1
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            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "/Game/Hyper/ResourcePack/Equipment/Necklace/SM_Necklace_Silver.SM_Necklace_Silver",
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            "Equip as Master Posed Skeletal Mesh": false,
            "Skeletal Mesh": "None",
            "Equip at this slot": "Necklace",
            "Attach at this socket": "Necklace",
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                    "X": 0,
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                "Rotation": {
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                    "Yaw": 0,
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                "Scale": {
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            "Secondary Offset": {
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                "Rotation": {
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                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
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                    "Z": 1
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            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
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                    "Z": 0
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                "Rotation": {
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                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
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            },
            "Should check gender before equip": false,
            "Accepted on these Genders": [],
            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
            "Use Right Handed Pickup": false,
            "First Person Gun Socket": {
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                    "Z": 0
                },
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                "Scale": {
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                    "Z": 1
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            "First Person Single Grip": false
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        "Melee": {
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            "Light Attacks": [],
            "Use different light attack animations when in motion": false,
            "Light Attacks when in motion": [],
            "Heavy Attacks": [],
            "Use different heavy attack animations when in motion": false,
            "Heavy Attacks when in motion": [],
            "Has Combo Multiplier": true,
            "Combo Multipliers": [
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            "Consumes on attack": true,
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            "Use Different Attack When Looking Down": false,
            "Looking Down Pitch": 0,
            "Looking Down Attack": {
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                "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"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
                "Animation": "None",
                "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"
            },
            "Use Camera Z Rotation For Normal Attack": true,
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                "X": 75,
                "Y": 75,
                "Z": 75
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            "Can Attack In Air": true,
            "Use Different Attack When In Air": false,
            "In Air Attack": {
                "Animation": "None",
                "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"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "None"
        },
        "Defend": {
            "Can Defend": false,
            "Defend Animation": "None",
            "Can Equip Shield with this Weapon": false,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
            "Is Ranged": false,
            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
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            "Camera Shake Class": "None",
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            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
        },
        "Ammo": {
            "Requires Ammo": false,
            "Accepted Ammo": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Aiming": {
            "Has Aim Down Sight": false,
            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
        },
        "Crosshair": {
            "Has Crosshair": false,
            "Crosshair": "None"
        },
        "Reload": {
            "Has Reload": false,
            "Reload Animation": "None",
            "Has automatic reload": false,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Has Manual Reload": 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
        },
        "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
        },
        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": false,
            "Rotate control to locked target": false,
            "Use outliner": false
        },
        "Damage Types": {
            "Damage Type": "None",
            "Use Secondairy Damage Type For Heavy Attack": false,
            "Secondairy Damage Type": "None"
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        "IK": {
            "Use IK to Aim": false,
            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
            },
            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
        },
        "Assigned Attributes": {
            "Non-Persistent Attributes": {
                "Values": [],
                "Lookup Map": []
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            "Persistent Attributes": {
                "Attributes": [],
                "Lookup Map": []
            },
            "Level Attributes": [],
            "State Effects To Add": {
                "GameplayTags": [],
                "ParentTags": []
            },
            "State Effects To Remove": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Misc Attributes": []
    },
    {
        "Name": "Silver_Ring",
        "Generic": {
            "Equipment Type": {
                "TagName": "Items.Equipment.Wearable.Jewelry.Silver_Ring"
            },
            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Silver_Ring"
            }
        },
        "Equip": {
            "Equipment Actor Class": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Masters/BP_Equipment_Base.BP_Equipment_Base_C",
            "Do not use equip or unequip animation": true,
            "Equip Animations": {
                "Unequip Animation": "None",
                "Equip Animation from armed": "None",
                "Equip Animation from unarmed": "None"
            },
            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
            "Visual ammo actor offset": {
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                    "X": 0,
                    "Y": 0,
                    "Z": 0
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                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
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            },
            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "/Game/Hyper/ResourcePack/Equipment/Ring/SM_Ring_Silver.SM_Ring_Silver",
            "Uses Skeletal Mesh": false,
            "Equip as Master Posed Skeletal Mesh": false,
            "Skeletal Mesh": "None",
            "Equip at this slot": "Tablet",
            "Attach at this socket": "Ring_l",
            "Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
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            },
            "Secondary Offset": {
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                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
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                    "Yaw": 0,
                    "Roll": 0
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                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
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            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
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                    "X": 0,
                    "Y": 0,
                    "Z": 0
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                "Rotation": {
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                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should check gender before equip": false,
            "Accepted on these Genders": [],
            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
            "Use Right Handed Pickup": false,
            "First Person Gun Socket": {
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                    "X": 0,
                    "Y": 0,
                    "Z": 0
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                "Rotation": {
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                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
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            },
            "First Person Single Grip": false
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        "Melee": {
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            "Light Attacks": [],
            "Use different light attack animations when in motion": false,
            "Light Attacks when in motion": [],
            "Heavy Attacks": [],
            "Use different heavy attack animations when in motion": false,
            "Heavy Attacks when in motion": [],
            "Has Combo Multiplier": true,
            "Combo Multipliers": [
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                1.1,
                1.15,
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            "Consumes on attack": true,
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            "Use Different Attack When Looking Down": false,
            "Looking Down Pitch": 0,
            "Looking Down Attack": {
                "Animation": "None",
                "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"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
                "Animation": "None",
                "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"
            },
            "Use Camera Z Rotation For Normal Attack": true,
            "Trace Bounds": {
                "X": 75,
                "Y": 75,
                "Z": 75
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            "Can Attack In Air": true,
            "Use Different Attack When In Air": false,
            "In Air Attack": {
                "Animation": "None",
                "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"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "None"
        },
        "Defend": {
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            "Defend Animation": "None",
            "Can Equip Shield with this Weapon": false,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
            "Is Ranged": false,
            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
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            "Camera Shake Class": "None",
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            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
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        "Ammo": {
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            "Accepted Ammo": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Aiming": {
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            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
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        "Crosshair": {
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            "Crosshair": "None"
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        "Reload": {
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            "Reload Animation": "None",
            "Has automatic reload": false,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Has Manual Reload": false
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        "Projectile": {
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            "Projectile Actor": "None",
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            "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
        },
        "Throwable": {
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            "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
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        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": false,
            "Rotate control to locked target": false,
            "Use outliner": false
        },
        "Damage Types": {
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            "Use Secondairy Damage Type For Heavy Attack": false,
            "Secondairy Damage Type": "None"
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        "IK": {
            "Use IK to Aim": false,
            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
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            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
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        "Assigned Attributes": {
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            "Level Attributes": [],
            "State Effects To Add": {
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                "GameplayTags": [],
                "ParentTags": []
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        },
        "Misc Attributes": []
    },
    {
        "Name": "Smokebomb",
        "Generic": {
            "Equipment Type": {
                "TagName": "Items.Equipment.Throwable.Tactical.Smokebomb"
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            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Smokebomb"
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            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
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                "Scale": {
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            },
            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "/Game/Hyper/ResourcePack/Weapons/Grenade_Basic/Mesh/SM_grenade_Basic.SM_grenade_Basic",
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            "Equip as Master Posed Skeletal Mesh": false,
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                    "Z": -5
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                "Rotation": {
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                    "Yaw": 0,
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                "Scale": {
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            "Secondary Offset": {
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                "Scale": {
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                    "Z": 1
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            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
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                },
                "Scale": {
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                    "Z": 1
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            },
            "Should check gender before equip": false,
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                "Scale": {
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            "First Person Single Grip": false
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        "Melee": {
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            "Light Attacks": [],
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            "Light Attacks when in motion": [],
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            "Heavy Attacks when in motion": [],
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                "Percentage Required to be played before being able to start next attack": 0.7,
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                "Time between attack": 1,
                "Damage Multiplier": 1,
                "Time Dilation": "None",
                "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
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                "Time between attack": 1,
                "Damage Multiplier": 1,
                "Time Dilation": "None",
                "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
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            "Use Camera Z Rotation For Normal Attack": true,
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                "Y": 75,
                "Z": 75
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            "Can Attack In Air": true,
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                "Time between attack": 1,
                "Damage Multiplier": 1,
                "Time Dilation": "None",
                "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
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                "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"
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            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "/Game/Hyper/Core/Equipment_Manager/Datamodel/DataAssets/DA_Surface_Sounds_Base.DA_Surface_Sounds_Base"
        },
        "Defend": {
            "Can Defend": false,
            "Defend Animation": "None",
            "Can Equip Shield with this Weapon": false,
            "Animation Layer to use with shield": "None"
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        "Ranged": {
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            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
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            "Camera Shake Class": "None",
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            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
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        "Ammo": {
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            "Accepted Ammo": {
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                "ParentTags": []
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        "Aiming": {
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            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
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        "Crosshair": {
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            "Crosshair": "None"
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        "Reload": {
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            "Reload Animation": "None",
            "Has automatic reload": false,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Has Manual Reload": false
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        "Projectile": {
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            "Projectile Actor": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Masters/BP_Projectile_Base.BP_Projectile_Base_C",
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            "Accepted Locking tags": [],
            "Impact Effect": "/Game/Hyper/ResourcePack/Effects/Particles/Rise_Dust/Niagara_Systems/NS_SmokeBom.NS_SmokeBom",
            "Activate on Impact": false,
            "Sound on activation": "/Game/Hyper/ResourcePack/Audio/MetaSounds/sfx_Weapon_GrenadeExplosion_nl_meta.sfx_Weapon_GrenadeExplosion_nl_meta",
            "Used Ammo instead of weapon as projectile": false,
            "Can Pickup After Ejected": false,
            "Velocity Direction": {
                "X": 1,
                "Y": 0,
                "Z": 0
            },
            "Damage On Impact": false
        },
        "Throwable": {
            "Is Throwable": true,
            "Has Timer": true,
            "Timer is active while charging": false,
            "Time to activate": 3,
            "Can Charge Throwable?": true,
            "Throwing Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Grenade/AM_Grenade_Throw_Montage.AM_Grenade_Throw_Montage",
            "TimeToMaxCharge": 2,
            "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
        },
        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": false,
            "Rotate control to locked target": false,
            "Use outliner": false
        },
        "Damage Types": {
            "Damage Type": "/Game/Hyper/ResourcePack/DamageTypes/DT_Combat.DT_Combat_C",
            "Use Secondairy Damage Type For Heavy Attack": false,
            "Secondairy Damage Type": "None"
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        "IK": {
            "Use IK to Aim": false,
            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
            },
            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
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        "Assigned Attributes": {
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                "Lookup Map": []
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            "Persistent Attributes": {
                "Attributes": [
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                        "Gameplay Tag": {
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                            "Added": 0
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                    },
                    {
                        "Gameplay Tag": {
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                        "Attribute": {
                            "Base": 2000,
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                    },
                    {
                        "Gameplay Tag": {
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                        "Attribute": {
                            "Base": 2000,
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                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Ranged.Projectile.Life"
                        },
                        "Attribute": {
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                            "Added": 0
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                    }
                ],
                "Lookup Map": []
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            "Level Attributes": [],
            "State Effects To Add": {
                "GameplayTags": [],
                "ParentTags": []
            },
            "State Effects To Remove": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Misc Attributes": []
    },
    {
        "Name": "Sniper_Basic",
        "Generic": {
            "Equipment Type": {
                "TagName": "Items.Equipment.Sniper.Sniper_Basic"
            },
            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Sniper_Basic"
            }
        },
        "Equip": {
            "Equipment Actor Class": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Masters/BP_Equipment_Ranged_HitScan.BP_Equipment_Ranged_HitScan_C",
            "Do not use equip or unequip animation": false,
            "Equip Animations": {
                "Unequip Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Actions/AM_MM_Generic_Unequip.AM_MM_Generic_Unequip",
                "Equip Animation from armed": "/Game/Hyper/ResourcePack/Weapons/Rifle_Basic/Animations/AM_MM_Rifle_Equip_Unarmed.AM_MM_Rifle_Equip_Unarmed",
                "Equip Animation from unarmed": "/Game/Hyper/ResourcePack/Weapons/Rifle_Basic/Animations/AM_MM_Rifle_Equip_Unarmed.AM_MM_Rifle_Equip_Unarmed"
            },
            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
            "Visual ammo actor offset": {
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                    "X": 0,
                    "Y": 0,
                    "Z": 0
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                "Rotation": {
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                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "/Game/Hyper/ResourcePack/Weapons/Sniper/Basic/Mesh/SM_Sniper.SM_Sniper",
            "Uses Skeletal Mesh": false,
            "Equip as Master Posed Skeletal Mesh": false,
            "Skeletal Mesh": "None",
            "Equip at this slot": "Primary Weapon",
            "Attach at this socket": "rangedweapon_r",
            "Socket Offset": {
                "Location": {
                    "X": 10,
                    "Y": 0,
                    "Z": 2
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "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
                }
            },
            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
            "Dual Wield Socket Offset": {
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                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should check gender before equip": false,
            "Accepted on these Genders": [],
            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
            "Use Right Handed Pickup": false,
            "First Person Gun Socket": {
                "Location": {
                    "X": 7.837286,
                    "Y": -41.655386,
                    "Z": 147.477201
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                "Rotation": {
                    "Pitch": 17.164001,
                    "Yaw": 260.603907,
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                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
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            },
            "First Person Single Grip": false
        },
        "Melee": {
            "Has Melee": false,
            "Light Attacks": [],
            "Use different light attack animations when in motion": false,
            "Light Attacks when in motion": [],
            "Heavy Attacks": [],
            "Use different heavy attack animations when in motion": false,
            "Heavy Attacks when in motion": [],
            "Has Combo Multiplier": true,
            "Combo Multipliers": [
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                1.1,
                1.15,
                1.2,
                1.25
            ],
            "Consumes on attack": true,
            "Heavy Attack Consumption": [],
            "Light Attack Consumption": [],
            "Use Different Attack When Looking Down": false,
            "Looking Down Pitch": 0,
            "Looking Down Attack": {
                "Animation": "None",
                "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"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
                "Animation": "None",
                "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"
            },
            "Use Camera Z Rotation For Normal Attack": true,
            "Trace Bounds": {
                "X": 75,
                "Y": 75,
                "Z": 75
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            "Can Attack In Air": true,
            "Use Different Attack When In Air": false,
            "In Air Attack": {
                "Animation": "None",
                "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"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "/Game/Hyper/Core/Equipment_Manager/Datamodel/DataAssets/DA_Surface_Sounds_Base.DA_Surface_Sounds_Base"
        },
        "Defend": {
            "Can Defend": false,
            "Defend Animation": "None",
            "Can Equip Shield with this Weapon": false,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
            "Is Ranged": true,
            "Fire Animation": "/Game/Hyper/ResourcePack/Weapons/Rifle_Basic/Animations/AM_MM_Rifle_Fire.AM_MM_Rifle_Fire",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "/Game/Hyper/ResourcePack/Effects/Particles/Weapons/NS_WeaponFire_MuzzleFlash_Rifle.NS_WeaponFire_MuzzleFlash_Rifle",
            "FireSound": "/Game/Hyper/ResourcePack/Audio/MetaSounds/sfx_Weapon_SemiAutomaticRifle_nl_metaPreset.sfx_Weapon_SemiAutomaticRifle_nl_metaPreset",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
                "Single"
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            "Camera Shake Class": "/Game/Hyper/Equipment_Manager/Blueprints/CameraShakes/CS_Weapon_Fire_Sniper.CS_Weapon_Fire_Sniper_C",
            "Has Recoil": true,
            "Has Recoil Recovery": true,
            "Has Weapon Spray": false
        },
        "Ammo": {
            "Requires Ammo": true,
            "Accepted Ammo": {
                "GameplayTags": [
                    {
                        "TagName": "Items.Equipment.Ammunition.50_ammo"
                    }
                ],
                "ParentTags": [
                    {
                        "TagName": "Items.Equipment.Ammunition"
                    },
                    {
                        "TagName": "Items.Equipment"
                    },
                    {
                        "TagName": "Items"
                    }
                ]
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        },
        "Aiming": {
            "Has Aim Down Sight": true,
            "Has Zoom Overlay": true,
            "Zoom Overlay": "/Game/Hyper/UI/Widgets/Specific/Combat/Crosshair/WBP_Crosshair_Overlay_Sniper.WBP_Crosshair_Overlay_Sniper_C",
            "Requires Ammo to start Aiming": false
        },
        "Crosshair": {
            "Has Crosshair": false,
            "Crosshair": "/Game/Hyper/UI/Widgets/Specific/Combat/Crosshair/WBP_Crosshair_Master.WBP_Crosshair_Master_C"
        },
        "Reload": {
            "Has Reload": true,
            "Reload Animation": "/Game/Hyper/ResourcePack/Weapons/Rifle_Basic/Animations/AM_MM_Rifle_Reload.AM_MM_Rifle_Reload",
            "Has automatic reload": true,
            "Empty clip sound": "/Game/Hyper/ResourcePack/Audio/Sounds/Weapons/Rifle/SC_Weapons_Rifle_DryFire_01.SC_Weapons_Rifle_DryFire_01",
            "Play animation in equipped skeletal mesh": true,
            "Animation in equipped mesh": "/Game/Hyper/ResourcePack/Weapons/Rifle_Basic/Animations/AM_Weap_Rifle_Reload.AM_Weap_Rifle_Reload",
            "Has Manual Reload": true
        },
        "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
        },
        "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
        },
        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": false,
            "Rotate control to locked target": false,
            "Use outliner": false
        },
        "Damage Types": {
            "Damage Type": "/Game/Hyper/ResourcePack/DamageTypes/DT_Combat.DT_Combat_C",
            "Use Secondairy Damage Type For Heavy Attack": false,
            "Secondairy Damage Type": "None"
        },
        "IK": {
            "Use IK to Aim": false,
            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
            },
            "Use Left Hand IK On All Animations": true,
            "Target Socket": "Left_Hand"
        },
        "Assigned Attributes": {
            "Non-Persistent Attributes": {
                "Values": [],
                "Lookup Map": []
            },
            "Persistent Attributes": {
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                    {
                        "Gameplay Tag": {
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                        "Attribute": {
                            "Base": 85,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Generic.Critical Strike Chance"
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                        "Attribute": {
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                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Generic.Critical Strike Multiplier"
                        },
                        "Attribute": {
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                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Ranged.Max Rounds In Magazine"
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                        "Attribute": {
                            "Base": 1,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Ranged.Amount Of Shots In One Fire"
                        },
                        "Attribute": {
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                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Generic.Time Between Attacks"
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                        "Attribute": {
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                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
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                        "Attribute": {
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                            "Added": 0
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                    },
                    {
                        "Gameplay Tag": {
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                    },
                    {
                        "Gameplay Tag": {
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                            "Added": 0
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                    },
                    {
                        "Gameplay Tag": {
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                        "Attribute": {
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                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
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                    {
                        "Gameplay Tag": {
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                            "Added": 0
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                    },
                    {
                        "Gameplay Tag": {
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                    {
                        "Gameplay Tag": {
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                    {
                        "Gameplay Tag": {
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                    {
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                    {
                        "Gameplay Tag": {
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                            "Added": 0
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                    },
                    {
                        "Gameplay Tag": {
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                    },
                    {
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                    },
                    {
                        "Gameplay Tag": {
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                        "Attribute": {
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                            "Added": 0
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                    },
                    {
                        "Gameplay Tag": {
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                        "Attribute": {
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                ],
                "Lookup Map": []
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            "Level Attributes": [],
            "State Effects To Add": {
                "GameplayTags": [],
                "ParentTags": []
            },
            "State Effects To Remove": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Misc Attributes": []
    },
    {
        "Name": "Spade",
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                "TagName": "Items.Equipment.Melee.Misc.Spade"
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            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Spade"
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        "Equip": {
            "Equipment Actor Class": "/Game/Hyper/BuryStorage/Blueprints/BP_Equipment_Melee_Bury_Tool.BP_Equipment_Melee_Bury_Tool_C",
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            "Equip Animations": {
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                "Equip Animation from armed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic",
                "Equip Animation from unarmed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic"
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            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
            "Visual ammo actor offset": {
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                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
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                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
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            },
            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "/Game/Hyper/ResourcePack/Tools/Spade/Mesh/SM_Spade.SM_Spade",
            "Uses Skeletal Mesh": false,
            "Equip as Master Posed Skeletal Mesh": false,
            "Skeletal Mesh": "None",
            "Equip at this slot": "Primary Weapon",
            "Attach at this socket": "weapon_r",
            "Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": -30
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
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            },
            "Secondary Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
            "Dual Wield Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should check gender before equip": false,
            "Accepted on these Genders": [],
            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
            "Use Right Handed Pickup": false,
            "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
                }
            },
            "First Person Single Grip": false
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        "Melee": {
            "Has Melee": true,
            "Light Attacks": [
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                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Actions/Swing/AM_Attack_Down_Montage.AM_Attack_Down_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": "None",
                    "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
                }
            ],
            "Use different light attack animations when in motion": false,
            "Light Attacks when in motion": [],
            "Heavy Attacks": [
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Ability/AM_Sword_Ability_R_Montage.AM_Sword_Ability_R_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": 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/Sword/Ability/AM_Sword_Ability_E_Montage.AM_Sword_Ability_E_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": "None",
                    "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
                }
            ],
            "Use different heavy attack animations when in motion": false,
            "Heavy Attacks when in motion": [],
            "Has Combo Multiplier": true,
            "Combo Multipliers": [
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                1.1,
                1.15,
                1.2,
                1.25
            ],
            "Consumes on attack": true,
            "Heavy Attack Consumption": [],
            "Light Attack Consumption": [],
            "Use Different Attack When Looking Down": false,
            "Looking Down Pitch": 0,
            "Looking Down Attack": {
                "Animation": "None",
                "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"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
                "Animation": "None",
                "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"
            },
            "Use Camera Z Rotation For Normal Attack": true,
            "Trace Bounds": {
                "X": 75,
                "Y": 75,
                "Z": 75
            },
            "Can Attack In Air": true,
            "Use Different Attack When In Air": false,
            "In Air Attack": {
                "Animation": "None",
                "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"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "/Game/Hyper/Core/Equipment_Manager/Datamodel/DataAssets/DA_Surface_Sounds_Base.DA_Surface_Sounds_Base"
        },
        "Defend": {
            "Can Defend": true,
            "Defend Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Block/Anim_Sword_Block.Anim_Sword_Block",
            "Can Equip Shield with this Weapon": true,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
            "Is Ranged": false,
            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
                "Single"
            ],
            "Camera Shake Class": "None",
            "Has Recoil": false,
            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
        },
        "Ammo": {
            "Requires Ammo": false,
            "Accepted Ammo": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Aiming": {
            "Has Aim Down Sight": false,
            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
        },
        "Crosshair": {
            "Has Crosshair": false,
            "Crosshair": "None"
        },
        "Reload": {
            "Has Reload": false,
            "Reload Animation": "None",
            "Has automatic reload": false,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Has Manual Reload": 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
        },
        "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
        },
        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": true,
            "Rotate control to locked target": true,
            "Use outliner": true
        },
        "Damage Types": {
            "Damage Type": "/Game/Hyper/ResourcePack/DamageTypes/DT_Combat.DT_Combat_C",
            "Use Secondairy Damage Type For Heavy Attack": false,
            "Secondairy Damage Type": "None"
        },
        "IK": {
            "Use IK to Aim": false,
            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
            },
            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
        },
        "Assigned Attributes": {
            "Non-Persistent Attributes": {
                "Values": [],
                "Lookup Map": []
            },
            "Persistent Attributes": {
                "Attributes": [
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Generic.Base Damage"
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                        "Attribute": {
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                            "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": []
    },
    {
        "Name": "Steel_Hatchet",
        "Generic": {
            "Equipment Type": {
                "TagName": "Items.Equipment.Melee.Hatchet.Steel_Hatchet"
            },
            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Steel_Hatchet"
            }
        },
        "Equip": {
            "Equipment Actor Class": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Implementations/BP_Equipment_Hatchet.BP_Equipment_Hatchet_C",
            "Do not use equip or unequip animation": false,
            "Equip Animations": {
                "Unequip Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Actions/AM_MM_Generic_Unequip.AM_MM_Generic_Unequip",
                "Equip Animation from armed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic",
                "Equip Animation from unarmed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic"
            },
            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
            "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
                }
            },
            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "/Game/Hyper/ResourcePack/Tools/Hatchet/SM_Hatchet_Steel.SM_Hatchet_Steel",
            "Uses Skeletal Mesh": false,
            "Equip as Master Posed Skeletal Mesh": false,
            "Skeletal Mesh": "None",
            "Equip at this slot": "Primary Weapon",
            "Attach at this socket": "weapon_r",
            "Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 180,
                    "Roll": 15
                },
                "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
                }
            },
            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
            "Dual Wield Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should check gender before equip": false,
            "Accepted on these Genders": [],
            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
            "Use Right Handed Pickup": false,
            "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
                }
            },
            "First Person Single Grip": false
        },
        "Melee": {
            "Has Melee": true,
            "Light Attacks": [
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Actions/Swing/AM_Swing_Hatchet_Montage.AM_Swing_Hatchet_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"
                }
            ],
            "Use different light attack animations when in motion": false,
            "Light Attacks when in motion": [],
            "Heavy Attacks": [],
            "Use different heavy attack animations when in motion": false,
            "Heavy Attacks when in motion": [],
            "Has Combo Multiplier": true,
            "Combo Multipliers": [
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                1.1,
                1.15,
                1.2,
                1.25
            ],
            "Consumes on attack": true,
            "Heavy Attack Consumption": [],
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            "Use Different Attack When Looking Down": true,
            "Looking Down Pitch": -60,
            "Looking Down Attack": {
                "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Actions/Swing/AM_Swing_sword_upperhand_Montage.AM_Swing_sword_upperhand_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": "None",
                "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
                "Animation": "None",
                "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"
            },
            "Use Camera Z Rotation For Normal Attack": false,
            "Trace Bounds": {
                "X": 75,
                "Y": 100,
                "Z": 100
            },
            "Can Attack In Air": true,
            "Use Different Attack When In Air": false,
            "In Air Attack": {
                "Animation": "None",
                "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"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "/Game/Hyper/Core/Equipment_Manager/Datamodel/DataAssets/DA_Surface_Sounds_Base.DA_Surface_Sounds_Base"
        },
        "Defend": {
            "Can Defend": true,
            "Defend Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Block/Anim_Sword_Block.Anim_Sword_Block",
            "Can Equip Shield with this Weapon": false,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
            "Is Ranged": false,
            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
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            ],
            "Camera Shake Class": "None",
            "Has Recoil": false,
            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
        },
        "Ammo": {
            "Requires Ammo": false,
            "Accepted Ammo": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Aiming": {
            "Has Aim Down Sight": false,
            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
        },
        "Crosshair": {
            "Has Crosshair": false,
            "Crosshair": "None"
        },
        "Reload": {
            "Has Reload": false,
            "Reload Animation": "None",
            "Has automatic reload": false,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Has Manual Reload": 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
        },
        "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
        },
        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": true,
            "Rotate control to locked target": true,
            "Use outliner": true
        },
        "Damage Types": {
            "Damage Type": "/Game/Hyper/ResourcePack/DamageTypes/DT_Combat.DT_Combat_C",
            "Use Secondairy Damage Type For Heavy Attack": false,
            "Secondairy Damage Type": "None"
        },
        "IK": {
            "Use IK to Aim": false,
            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
            },
            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
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        "Assigned Attributes": {
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                "Values": [],
                "Lookup Map": []
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            "Persistent Attributes": {
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                    {
                        "Gameplay Tag": {
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                    },
                    {
                        "Gameplay Tag": {
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                    },
                    {
                        "Gameplay Tag": {
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                        "Attribute": {
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                        }
                    }
                ],
                "Lookup Map": []
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            "Level Attributes": [],
            "State Effects To Add": {
                "GameplayTags": [],
                "ParentTags": []
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            "State Effects To Remove": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Misc Attributes": []
    },
    {
        "Name": "Steel_Pickaxe",
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                "TagName": "Items.Equipment.Melee.Pickaxe.Steel_Pickaxe"
            },
            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Steel_Pickaxe"
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        "Equip": {
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            "Do not use equip or unequip animation": false,
            "Equip Animations": {
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                "Equip Animation from armed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic",
                "Equip Animation from unarmed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic"
            },
            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
            "Visual ammo actor offset": {
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                    "X": 0,
                    "Y": 0,
                    "Z": 0
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                "Rotation": {
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                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "/Game/Hyper/ResourcePack/Tools/Pickaxe/SM_Pickaxe_Steel.SM_Pickaxe_Steel",
            "Uses Skeletal Mesh": false,
            "Equip as Master Posed Skeletal Mesh": false,
            "Skeletal Mesh": "None",
            "Equip at this slot": "Primary Weapon",
            "Attach at this socket": "weapon_r",
            "Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 180,
                    "Roll": 15
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Secondary Offset": {
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                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
            "Dual Wield Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should check gender before equip": false,
            "Accepted on these Genders": [],
            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
            "Use Right Handed Pickup": false,
            "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
                }
            },
            "First Person Single Grip": false
        },
        "Melee": {
            "Has Melee": true,
            "Light Attacks": [
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Actions/Swing/AM_Swing_sword_upperhand_Montage.AM_Swing_sword_upperhand_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": 0.6,
                    "Damage Multiplier": -1,
                    "Time Dilation": "None",
                    "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
                }
            ],
            "Use different light attack animations when in motion": false,
            "Light Attacks when in motion": [],
            "Heavy Attacks": [],
            "Use different heavy attack animations when in motion": false,
            "Heavy Attacks when in motion": [],
            "Has Combo Multiplier": true,
            "Combo Multipliers": [
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                1.1,
                1.15,
                1.2,
                1.25
            ],
            "Consumes on attack": true,
            "Heavy Attack Consumption": [],
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            "Use Different Attack When Looking Down": false,
            "Looking Down Pitch": 0,
            "Looking Down Attack": {
                "Animation": "None",
                "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"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
                "Animation": "None",
                "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"
            },
            "Use Camera Z Rotation For Normal Attack": true,
            "Trace Bounds": {
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                "Y": 100,
                "Z": 100
            },
            "Can Attack In Air": true,
            "Use Different Attack When In Air": false,
            "In Air Attack": {
                "Animation": "None",
                "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"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "/Game/Hyper/Core/Equipment_Manager/Datamodel/DataAssets/DA_Surface_Sounds_Base.DA_Surface_Sounds_Base"
        },
        "Defend": {
            "Can Defend": true,
            "Defend Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Block/Anim_Sword_Block.Anim_Sword_Block",
            "Can Equip Shield with this Weapon": false,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
            "Is Ranged": false,
            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
                "Single"
            ],
            "Camera Shake Class": "None",
            "Has Recoil": false,
            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
        },
        "Ammo": {
            "Requires Ammo": false,
            "Accepted Ammo": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Aiming": {
            "Has Aim Down Sight": false,
            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
        },
        "Crosshair": {
            "Has Crosshair": false,
            "Crosshair": "None"
        },
        "Reload": {
            "Has Reload": false,
            "Reload Animation": "None",
            "Has automatic reload": false,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Has Manual Reload": 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
        },
        "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
        },
        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": true,
            "Rotate control to locked target": true,
            "Use outliner": true
        },
        "Damage Types": {
            "Damage Type": "/Game/Hyper/ResourcePack/DamageTypes/DT_Combat.DT_Combat_C",
            "Use Secondairy Damage Type For Heavy Attack": false,
            "Secondairy Damage Type": "None"
        },
        "IK": {
            "Use IK to Aim": false,
            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
            },
            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
        },
        "Assigned Attributes": {
            "Non-Persistent Attributes": {
                "Values": [],
                "Lookup Map": []
            },
            "Persistent Attributes": {
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                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Generic.Base Damage"
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                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Generic.Critical Strike Chance"
                        },
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                            "Base": 0.2,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Generic.Critical Strike Multiplier"
                        },
                        "Attribute": {
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                            "Added": 0
                        }
                    }
                ],
                "Lookup Map": []
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            "Level Attributes": [],
            "State Effects To Add": {
                "GameplayTags": [],
                "ParentTags": []
            },
            "State Effects To Remove": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Misc Attributes": []
    },
    {
        "Name": "Stone_Hatchet",
        "Generic": {
            "Equipment Type": {
                "TagName": "Items.Equipment.Melee.Hatchet.Stone_Hatchet"
            },
            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Stone_Hatchet"
            }
        },
        "Equip": {
            "Equipment Actor Class": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Implementations/BP_Equipment_Hatchet.BP_Equipment_Hatchet_C",
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            "Equip Animations": {
                "Unequip Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Actions/AM_MM_Generic_Unequip.AM_MM_Generic_Unequip",
                "Equip Animation from armed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic",
                "Equip Animation from unarmed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic"
            },
            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
            "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
                }
            },
            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "/Game/Hyper/ResourcePack/Props/wooden_axe/Mesh/SM_wooden_axe.SM_wooden_axe",
            "Uses Skeletal Mesh": false,
            "Equip as Master Posed Skeletal Mesh": false,
            "Skeletal Mesh": "None",
            "Equip at this slot": "Primary Weapon",
            "Attach at this socket": "weapon_r",
            "Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 180,
                    "Roll": 15
                },
                "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
                }
            },
            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
            "Dual Wield Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should check gender before equip": false,
            "Accepted on these Genders": [],
            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
            "Use Right Handed Pickup": false,
            "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
                }
            },
            "First Person Single Grip": false
        },
        "Melee": {
            "Has Melee": true,
            "Light Attacks": [
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Actions/Swing/AM_Swing_Hatchet_Montage.AM_Swing_Hatchet_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"
                }
            ],
            "Use different light attack animations when in motion": false,
            "Light Attacks when in motion": [],
            "Heavy Attacks": [],
            "Use different heavy attack animations when in motion": false,
            "Heavy Attacks when in motion": [],
            "Has Combo Multiplier": true,
            "Combo Multipliers": [
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                1.1,
                1.15,
                1.2,
                1.25
            ],
            "Consumes on attack": true,
            "Heavy Attack Consumption": [],
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            "Use Different Attack When Looking Down": true,
            "Looking Down Pitch": -60,
            "Looking Down Attack": {
                "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Actions/Swing/AM_Swing_sword_upperhand_Montage.AM_Swing_sword_upperhand_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": "None",
                "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
                "Animation": "None",
                "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"
            },
            "Use Camera Z Rotation For Normal Attack": false,
            "Trace Bounds": {
                "X": 75,
                "Y": 100,
                "Z": 100
            },
            "Can Attack In Air": true,
            "Use Different Attack When In Air": false,
            "In Air Attack": {
                "Animation": "None",
                "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"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "/Game/Hyper/Core/Equipment_Manager/Datamodel/DataAssets/DA_Surface_Sounds_Base.DA_Surface_Sounds_Base"
        },
        "Defend": {
            "Can Defend": true,
            "Defend Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Block/Anim_Sword_Block.Anim_Sword_Block",
            "Can Equip Shield with this Weapon": false,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
            "Is Ranged": false,
            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
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            "Camera Shake Class": "None",
            "Has Recoil": false,
            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
        },
        "Ammo": {
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            "Accepted Ammo": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Aiming": {
            "Has Aim Down Sight": false,
            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
        },
        "Crosshair": {
            "Has Crosshair": false,
            "Crosshair": "None"
        },
        "Reload": {
            "Has Reload": false,
            "Reload Animation": "None",
            "Has automatic reload": false,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Has Manual Reload": 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
        },
        "Throwable": {
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            "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
        },
        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": true,
            "Rotate control to locked target": true,
            "Use outliner": true
        },
        "Damage Types": {
            "Damage Type": "/Game/Hyper/ResourcePack/DamageTypes/DT_Combat.DT_Combat_C",
            "Use Secondairy Damage Type For Heavy Attack": false,
            "Secondairy Damage Type": "None"
        },
        "IK": {
            "Use IK to Aim": false,
            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
            },
            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
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        "Assigned Attributes": {
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                "Lookup Map": []
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            "Persistent Attributes": {
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                    },
                    {
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                    },
                    {
                        "Gameplay Tag": {
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                    }
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                "Lookup Map": []
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            "Level Attributes": [],
            "State Effects To Add": {
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                "ParentTags": []
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            "State Effects To Remove": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Misc Attributes": []
    },
    {
        "Name": "Stone_Pickaxe",
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                "TagName": "Items.Equipment.Melee.Pickaxe.Stone_Pickaxe"
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            "Linked Inventory Item": {
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                "RowName": "Stone_Pickaxe"
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            "Equipment Actor Class": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Masters/BP_Equipment_Melee.BP_Equipment_Melee_C",
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            "Equip Animations": {
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                "Equip Animation from unarmed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic"
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            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
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                    "Yaw": 0,
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                "Scale": {
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                    "Z": 1
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            },
            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "/Game/Hyper/ResourcePack/Props/picke_dirty_01/Mesh/SM_picke_dirty_01.SM_picke_dirty_01",
            "Uses Skeletal Mesh": false,
            "Equip as Master Posed Skeletal Mesh": false,
            "Skeletal Mesh": "None",
            "Equip at this slot": "Primary Weapon",
            "Attach at this socket": "weapon_r",
            "Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 180,
                    "Roll": 15
                },
                "Scale": {
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                    "Y": 1,
                    "Z": 1
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            },
            "Secondary Offset": {
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                "Rotation": {
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                    "Yaw": 0,
                    "Roll": 0
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                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
            "Dual Wield Socket Offset": {
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                    "X": 0,
                    "Y": 0,
                    "Z": 0
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                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should check gender before equip": false,
            "Accepted on these Genders": [],
            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
            "Use Right Handed Pickup": false,
            "First Person Gun Socket": {
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                    "X": 0,
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                    "Z": 0
                },
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                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "First Person Single Grip": false
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        "Melee": {
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            "Light Attacks": [
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                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Actions/Swing/AM_Swing_sword_upperhand_Montage.AM_Swing_sword_upperhand_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": 0.6,
                    "Damage Multiplier": -1,
                    "Time Dilation": "None",
                    "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
                }
            ],
            "Use different light attack animations when in motion": false,
            "Light Attacks when in motion": [],
            "Heavy Attacks": [],
            "Use different heavy attack animations when in motion": false,
            "Heavy Attacks when in motion": [],
            "Has Combo Multiplier": true,
            "Combo Multipliers": [
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                1.1,
                1.15,
                1.2,
                1.25
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            "Consumes on attack": true,
            "Heavy Attack Consumption": [],
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            "Use Different Attack When Looking Down": false,
            "Looking Down Pitch": 0,
            "Looking Down Attack": {
                "Animation": "None",
                "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"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
                "Animation": "None",
                "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"
            },
            "Use Camera Z Rotation For Normal Attack": true,
            "Trace Bounds": {
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                "Y": 100,
                "Z": 100
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            "Can Attack In Air": true,
            "Use Different Attack When In Air": false,
            "In Air Attack": {
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                "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"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "/Game/Hyper/Core/Equipment_Manager/Datamodel/DataAssets/DA_Surface_Sounds_Base.DA_Surface_Sounds_Base"
        },
        "Defend": {
            "Can Defend": true,
            "Defend Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Block/Anim_Sword_Block.Anim_Sword_Block",
            "Can Equip Shield with this Weapon": false,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
            "Is Ranged": false,
            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
                "Single"
            ],
            "Camera Shake Class": "None",
            "Has Recoil": false,
            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
        },
        "Ammo": {
            "Requires Ammo": false,
            "Accepted Ammo": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Aiming": {
            "Has Aim Down Sight": false,
            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
        },
        "Crosshair": {
            "Has Crosshair": false,
            "Crosshair": "None"
        },
        "Reload": {
            "Has Reload": false,
            "Reload Animation": "None",
            "Has automatic reload": false,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Has Manual Reload": 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
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            "Damage On Impact": false
        },
        "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
        },
        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": true,
            "Rotate control to locked target": true,
            "Use outliner": true
        },
        "Damage Types": {
            "Damage Type": "/Game/Hyper/ResourcePack/DamageTypes/DT_Combat.DT_Combat_C",
            "Use Secondairy Damage Type For Heavy Attack": false,
            "Secondairy Damage Type": "None"
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        "IK": {
            "Use IK to Aim": false,
            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
            },
            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
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                "Lookup Map": []
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                    {
                        "Gameplay Tag": {
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                    {
                        "Gameplay Tag": {
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            "Level Attributes": [],
            "State Effects To Add": {
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                "ParentTags": []
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                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Misc Attributes": []
    },
    {
        "Name": "Stone_Spear",
        "Generic": {
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                "TagName": "Items.Equipment.Melee.Spear.Stone_Spear"
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            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Stone_Spear"
            }
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        "Equip": {
            "Equipment Actor Class": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Implementations/BP_Equipment_Spear.BP_Equipment_Spear_C",
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            "Equip Animations": {
                "Unequip Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Actions/AM_MM_Generic_Unequip.AM_MM_Generic_Unequip",
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                "Equip Animation from unarmed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic"
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            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
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                    "X": 0,
                    "Y": 0,
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                    "Yaw": 0,
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                "Scale": {
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                    "Z": 1
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            },
            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "/Game/Hyper/ResourcePack/Weapons/Spear/SM_Spear_Stone.SM_Spear_Stone",
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            "Equip as Master Posed Skeletal Mesh": false,
            "Skeletal Mesh": "None",
            "Equip at this slot": "Primary Weapon",
            "Attach at this socket": "weapon_r",
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                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 25
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                "Rotation": {
                    "Pitch": 90,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
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            },
            "Secondary Offset": {
                "Location": {
                    "X": 0,
                    "Y": -3,
                    "Z": 0
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                "Rotation": {
                    "Pitch": 180,
                    "Yaw": -10,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
            "Dual Wield Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should check gender before equip": false,
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            "Override Global Orientation": false,
            "Global Orientation": "Strafe Movement",
            "Use Right Handed Pickup": false,
            "First Person Gun Socket": {
                "Location": {
                    "X": 0,
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                    "Pitch": 0,
                    "Yaw": 0,
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                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
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            },
            "First Person Single Grip": false
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        "Melee": {
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                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Spear/Attack/AM_Spear_Jab_Mid_2_Montage.AM_Spear_Jab_Mid_2_Montage",
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                    "Time between attack": 1,
                    "Damage Multiplier": -1,
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                    "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
                },
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Spear/Attack/AM_Spear_Jab_Mid_Montage.AM_Spear_Jab_Mid_Montage",
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                    "Use Time between attack instead of animation Time": false,
                    "Time between attack": 1,
                    "Damage Multiplier": -1,
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                    "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
                }
            ],
            "Use different light attack animations when in motion": false,
            "Light Attacks when in motion": [],
            "Heavy Attacks": [],
            "Use different heavy attack animations when in motion": false,
            "Heavy Attacks when in motion": [],
            "Has Combo Multiplier": true,
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                1.15,
                1.2,
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            "Consumes on attack": true,
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            "Use Different Attack When Looking Down": false,
            "Looking Down Pitch": 0,
            "Looking Down Attack": {
                "Animation": "None",
                "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"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
                "Animation": "None",
                "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"
            },
            "Use Camera Z Rotation For Normal Attack": true,
            "Trace Bounds": {
                "X": 125,
                "Y": 75,
                "Z": 75
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            "Can Attack In Air": true,
            "Use Different Attack When In Air": false,
            "In Air Attack": {
                "Animation": "None",
                "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"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "/Game/Hyper/Core/Equipment_Manager/Datamodel/DataAssets/DA_Surface_Sounds_Base.DA_Surface_Sounds_Base"
        },
        "Defend": {
            "Can Defend": false,
            "Defend Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Block/Anim_Sword_Block.Anim_Sword_Block",
            "Can Equip Shield with this Weapon": false,
            "Animation Layer to use with shield": "None"
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        "Ranged": {
            "Is Ranged": false,
            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
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            "Camera Shake Class": "None",
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            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
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        "Ammo": {
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            "Accepted Ammo": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Aiming": {
            "Has Aim Down Sight": true,
            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
        },
        "Crosshair": {
            "Has Crosshair": false,
            "Crosshair": "None"
        },
        "Reload": {
            "Has Reload": false,
            "Reload Animation": "None",
            "Has automatic reload": false,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Has Manual Reload": false
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        "Projectile": {
            "Is Projectile": false,
            "Projectile Actor": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Masters/BP_Projectile_Base.BP_Projectile_Base_C",
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            "Accepted Locking tags": [
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            "Impact Effect": "None",
            "Activate on Impact": false,
            "Sound on activation": "None",
            "Used Ammo instead of weapon as projectile": false,
            "Can Pickup After Ejected": true,
            "Velocity Direction": {
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                "Z": 0
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            "Damage On Impact": true
        },
        "Throwable": {
            "Is Throwable": true,
            "Has Timer": false,
            "Timer is active while charging": false,
            "Time to activate": 0,
            "Can Charge Throwable?": true,
            "Throwing Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Spear/Attack/AM_Spear_Throw_Montage.AM_Spear_Throw_Montage",
            "TimeToMaxCharge": 0,
            "Can Penetrate and Stick on Impact": true,
            "Can stick to this tag": "ProjectileCanStick",
            "Use Charge Animation": false,
            "Charge Animation": "None",
            "Automaticly Recharge after throw": false,
            "Use Projectile Trajectory Prediction": false
        },
        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": true,
            "Rotate control to locked target": false,
            "Use outliner": false
        },
        "Damage Types": {
            "Damage Type": "/Game/Hyper/ResourcePack/DamageTypes/DT_Base.DT_Base_C",
            "Use Secondairy Damage Type For Heavy Attack": false,
            "Secondairy Damage Type": "None"
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        "IK": {
            "Use IK to Aim": true,
            "Hand Bone": "hand_r",
            "Rotation Offset": {
                "Pitch": -30,
                "Yaw": 0,
                "Roll": 0
            },
            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
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        "Assigned Attributes": {
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                "Lookup Map": []
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                    {
                        "Gameplay Tag": {
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                    {
                        "Gameplay Tag": {
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                    {
                        "Gameplay Tag": {
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                    },
                    {
                        "Gameplay Tag": {
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                    {
                        "Gameplay Tag": {
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                        "Attribute": {
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                "Lookup Map": []
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            "Level Attributes": [],
            "State Effects To Add": {
                "GameplayTags": [],
                "ParentTags": []
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            "State Effects To Remove": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Misc Attributes": []
    },
    {
        "Name": "Tablet",
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            "Equipment Type": {
                "TagName": "Items.Electrical.Tablet"
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            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Tablet"
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            "Equip Animations": {
                "Unequip Animation": "None",
                "Equip Animation from armed": "None",
                "Equip Animation from unarmed": "None"
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            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
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                    "Y": 0,
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                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
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            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "/Game/Sandcat/CustomItems/Tabetv2/Tablet.Tablet",
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            "Equip as Master Posed Skeletal Mesh": false,
            "Skeletal Mesh": "None",
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                "Rotation": {
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                "Scale": {
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                "Scale": {
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                    "Z": 1
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            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
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                "Rotation": {
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                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
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            },
            "Should check gender before equip": false,
            "Accepted on these Genders": [],
            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
            "Use Right Handed Pickup": false,
            "First Person Gun Socket": {
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                "Scale": {
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            "First Person Single Grip": false
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        "Melee": {
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            "Light Attacks": [],
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            "Light Attacks when in motion": [],
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            "Heavy Attacks when in motion": [],
            "Has Combo Multiplier": true,
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            "Consumes on attack": true,
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            "Use Different Attack When Looking Down": false,
            "Looking Down Pitch": 0,
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                "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"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
                "Animation": "None",
                "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"
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            "Use Camera Z Rotation For Normal Attack": true,
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                "Y": 75,
                "Z": 75
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            "Can Attack In Air": true,
            "Use Different Attack When In Air": false,
            "In Air Attack": {
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                "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"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "None"
        },
        "Defend": {
            "Can Defend": false,
            "Defend Animation": "None",
            "Can Equip Shield with this Weapon": false,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
            "Is Ranged": false,
            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
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            "Camera Shake Class": "None",
            "Has Recoil": false,
            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
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        "Ammo": {
            "Requires Ammo": false,
            "Accepted Ammo": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Aiming": {
            "Has Aim Down Sight": false,
            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
        },
        "Crosshair": {
            "Has Crosshair": false,
            "Crosshair": "None"
        },
        "Reload": {
            "Has Reload": false,
            "Reload Animation": "None",
            "Has automatic reload": false,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Has Manual Reload": 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
        },
        "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
        },
        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": false,
            "Rotate control to locked target": false,
            "Use outliner": false
        },
        "Damage Types": {
            "Damage Type": "None",
            "Use Secondairy Damage Type For Heavy Attack": false,
            "Secondairy Damage Type": "None"
        },
        "IK": {
            "Use IK to Aim": false,
            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
            },
            "Use Left Hand IK On All Animations": false,
            "Target Socket": "Tablet"
        },
        "Assigned Attributes": {
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                "Values": [],
                "Lookup Map": []
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            "Persistent Attributes": {
                "Attributes": [],
                "Lookup Map": []
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            "Level Attributes": [],
            "State Effects To Add": {
                "GameplayTags": [],
                "ParentTags": []
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            "State Effects To Remove": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Misc Attributes": []
    },
    {
        "Name": "Throwing_Knife",
        "Generic": {
            "Equipment Type": {
                "TagName": "Items.Equipment.Throwable.Lethal.Throwing_Knife"
            },
            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Throwing_Knife"
            }
        },
        "Equip": {
            "Equipment Actor Class": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Masters/BP_Equipment_Throwable.BP_Equipment_Throwable_C",
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            "Equip Animations": {
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                "Equip Animation from armed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic",
                "Equip Animation from unarmed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic"
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            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
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                    "X": 0,
                    "Y": 0,
                    "Z": 0
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                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "/Game/Hyper/ResourcePack/Weapons/Knife/SM_Throwing_Knife.SM_Throwing_Knife",
            "Uses Skeletal Mesh": false,
            "Equip as Master Posed Skeletal Mesh": false,
            "Skeletal Mesh": "None",
            "Equip at this slot": "Primary Weapon",
            "Attach at this socket": "weapon_r",
            "Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 2,
                    "Z": 5
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 2.5,
                    "Z": 1
                }
            },
            "Secondary Offset": {
                "Location": {
                    "X": -0.5,
                    "Y": -2,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": -11
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
            "Dual Wield Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should check gender before equip": false,
            "Accepted on these Genders": [],
            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
            "Use Right Handed Pickup": false,
            "First Person Gun Socket": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
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                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
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            },
            "First Person Single Grip": false
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        "Melee": {
            "Has Melee": false,
            "Light Attacks": [],
            "Use different light attack animations when in motion": false,
            "Light Attacks when in motion": [],
            "Heavy Attacks": [],
            "Use different heavy attack animations when in motion": false,
            "Heavy Attacks when in motion": [],
            "Has Combo Multiplier": true,
            "Combo Multipliers": [
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                1.1,
                1.15,
                1.2,
                1.25
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            "Consumes on attack": true,
            "Heavy Attack Consumption": [],
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            "Use Different Attack When Looking Down": false,
            "Looking Down Pitch": 0,
            "Looking Down Attack": {
                "Animation": "None",
                "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"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
                "Animation": "None",
                "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"
            },
            "Use Camera Z Rotation For Normal Attack": true,
            "Trace Bounds": {
                "X": 75,
                "Y": 75,
                "Z": 75
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            "Can Attack In Air": true,
            "Use Different Attack When In Air": false,
            "In Air Attack": {
                "Animation": "None",
                "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"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "/Game/Hyper/Core/Equipment_Manager/Datamodel/DataAssets/DA_Surface_Sounds_Base.DA_Surface_Sounds_Base"
        },
        "Defend": {
            "Can Defend": false,
            "Defend Animation": "None",
            "Can Equip Shield with this Weapon": false,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
            "Is Ranged": false,
            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
                "Single"
            ],
            "Camera Shake Class": "None",
            "Has Recoil": false,
            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
        },
        "Ammo": {
            "Requires Ammo": false,
            "Accepted Ammo": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Aiming": {
            "Has Aim Down Sight": true,
            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
        },
        "Crosshair": {
            "Has Crosshair": false,
            "Crosshair": "None"
        },
        "Reload": {
            "Has Reload": false,
            "Reload Animation": "None",
            "Has automatic reload": false,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Has Manual Reload": false
        },
        "Projectile": {
            "Is Projectile": false,
            "Projectile Actor": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Masters/BP_Projectile_Base.BP_Projectile_Base_C",
            "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": true,
            "Velocity Direction": {
                "X": 3750,
                "Y": 0,
                "Z": -400
            },
            "Damage On Impact": true
        },
        "Throwable": {
            "Is Throwable": true,
            "Has Timer": false,
            "Timer is active while charging": false,
            "Time to activate": 0,
            "Can Charge Throwable?": true,
            "Throwing Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Spear/Attack/AM_Spear_Throw_Montage.AM_Spear_Throw_Montage",
            "TimeToMaxCharge": 2,
            "Can Penetrate and Stick on Impact": true,
            "Can stick to this tag": "ProjectileCanStick",
            "Use Charge Animation": false,
            "Charge Animation": "None",
            "Automaticly Recharge after throw": false,
            "Use Projectile Trajectory Prediction": false
        },
        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": false,
            "Rotate control to locked target": false,
            "Use outliner": false
        },
        "Damage Types": {
            "Damage Type": "/Game/Hyper/ResourcePack/DamageTypes/DT_Base.DT_Base_C",
            "Use Secondairy Damage Type For Heavy Attack": false,
            "Secondairy Damage Type": "None"
        },
        "IK": {
            "Use IK to Aim": false,
            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
            },
            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
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        "Assigned Attributes": {
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                "Values": [],
                "Lookup Map": []
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                        "Gameplay Tag": {
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                    {
                        "Gameplay Tag": {
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                    {
                        "Gameplay Tag": {
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                    {
                        "Gameplay Tag": {
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                    {
                        "Gameplay Tag": {
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                    {
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                        "Gameplay Tag": {
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            "Level Attributes": [],
            "State Effects To Add": {
                "GameplayTags": [],
                "ParentTags": []
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            "State Effects To Remove": {
                "GameplayTags": [],
                "ParentTags": []
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        },
        "Misc Attributes": []
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    {
        "Name": "Torch",
        "Generic": {
            "Equipment Type": {
                "TagName": "Items.Equipment.Melee.Misc.Torch"
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            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Torch"
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        "Equip": {
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            "Equip Animations": {
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                "Equip Animation from armed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic",
                "Equip Animation from unarmed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic"
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            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
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                    "Yaw": 0,
                    "Roll": 0
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                "Scale": {
                    "X": 1,
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            },
            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "/Game/Hyper/ResourcePack/Tools/Torch/SM_Torch.SM_Torch",
            "Uses Skeletal Mesh": false,
            "Equip as Master Posed Skeletal Mesh": false,
            "Skeletal Mesh": "None",
            "Equip at this slot": "Primary Weapon",
            "Attach at this socket": "weapon_l",
            "Socket Offset": {
                "Location": {
                    "X": 5,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 180,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
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            "Secondary Offset": {
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                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
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                    "Y": 1,
                    "Z": 1
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            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
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                "Rotation": {
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                    "Yaw": 0,
                    "Roll": 0
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                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
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            },
            "Should check gender before equip": false,
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            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
            "Use Right Handed Pickup": true,
            "First Person Gun Socket": {
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                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
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            "First Person Single Grip": false
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        "Melee": {
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            "Light Attacks": [
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Attack/AM_Sword_Attack_B_Med_Montage.AM_Sword_Attack_B_Med_Montage",
                    "Percentage Required to be played before being able to start next attack": 0.4,
                    "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/Sword/Attack/AM_Sword_Attack_D_Med_Montage.AM_Sword_Attack_D_Med_Montage",
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                    "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"
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            ],
            "Use different light attack animations when in motion": false,
            "Light Attacks when in motion": [],
            "Heavy Attacks": [],
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            "Heavy Attacks when in motion": [],
            "Has Combo Multiplier": true,
            "Combo Multipliers": [
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                1.15,
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            "Consumes on attack": true,
            "Heavy Attack Consumption": [],
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            "Use Different Attack When Looking Down": false,
            "Looking Down Pitch": 0,
            "Looking Down Attack": {
                "Animation": "None",
                "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"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
                "Animation": "None",
                "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"
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            "Use Camera Z Rotation For Normal Attack": true,
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                "Y": 75,
                "Z": 75
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            "Can Attack In Air": true,
            "Use Different Attack When In Air": false,
            "In Air Attack": {
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                "Percentage Required to be played before being able to start next attack": 0.7,
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                "Time between attack": 1,
                "Damage Multiplier": 1,
                "Time Dilation": "None",
                "Screenshake": "/Game/Hyper/Core/Equipment_Manager/Blueprints/DA_Screenshake_Medium.DA_Screenshake_Medium"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "None"
        },
        "Defend": {
            "Can Defend": false,
            "Defend Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Block/Anim_Sword_Block.Anim_Sword_Block",
            "Can Equip Shield with this Weapon": false,
            "Animation Layer to use with shield": "None"
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        "Ranged": {
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            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
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            ],
            "Camera Shake Class": "None",
            "Has Recoil": false,
            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
        },
        "Ammo": {
            "Requires Ammo": false,
            "Accepted Ammo": {
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                "ParentTags": []
            }
        },
        "Aiming": {
            "Has Aim Down Sight": false,
            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
        },
        "Crosshair": {
            "Has Crosshair": false,
            "Crosshair": "None"
        },
        "Reload": {
            "Has Reload": false,
            "Reload Animation": "None",
            "Has automatic reload": false,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Has Manual Reload": 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
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            "Damage On Impact": false
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        "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
        },
        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": true,
            "Rotate control to locked target": true,
            "Use outliner": true
        },
        "Damage Types": {
            "Damage Type": "/Game/Hyper/ResourcePack/DamageTypes/DT_FireSword.DT_FireSword_C",
            "Use Secondairy Damage Type For Heavy Attack": false,
            "Secondairy Damage Type": "None"
        },
        "IK": {
            "Use IK to Aim": false,
            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
            },
            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
        },
        "Assigned Attributes": {
            "Non-Persistent Attributes": {
                "Values": [],
                "Lookup Map": []
            },
            "Persistent Attributes": {
                "Attributes": [
                    {
                        "Gameplay Tag": {
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                        "Attribute": {
                            "Base": 5,
                            "Added": 0
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                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Generic.Critical Strike Chance"
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                        "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": []
    },
    {
        "Name": "Unarmed",
        "Generic": {
            "Equipment Type": {
                "TagName": "Items.Equipment.Melee.Fists.Unarmed"
            },
            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Unarmed"
            }
        },
        "Equip": {
            "Equipment Actor Class": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Masters/BP_Equipment_Base.BP_Equipment_Base_C",
            "Do not use equip or unequip animation": true,
            "Equip Animations": {
                "Unequip Animation": "None",
                "Equip Animation from armed": "None",
                "Equip Animation from unarmed": "None"
            },
            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
            "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
                }
            },
            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "None",
            "Uses Skeletal Mesh": false,
            "Equip as Master Posed Skeletal Mesh": false,
            "Skeletal Mesh": "None",
            "Equip at this slot": "Primary Weapon",
            "Attach at this socket": "None",
            "Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "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
                }
            },
            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
            "Dual Wield Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should check gender before equip": false,
            "Accepted on these Genders": [],
            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
            "Use Right Handed Pickup": true,
            "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
                }
            },
            "First Person Single Grip": false
        },
        "Melee": {
            "Has Melee": false,
            "Light Attacks": [],
            "Use different light attack animations when in motion": false,
            "Light Attacks when in motion": [],
            "Heavy Attacks": [],
            "Use different heavy attack animations when in motion": false,
            "Heavy Attacks when in motion": [],
            "Has Combo Multiplier": true,
            "Combo Multipliers": [
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                1.1,
                1.15,
                1.2,
                1.25
            ],
            "Consumes on attack": true,
            "Heavy Attack Consumption": [],
            "Light Attack Consumption": [],
            "Use Different Attack When Looking Down": false,
            "Looking Down Pitch": 0,
            "Looking Down Attack": {
                "Animation": "None",
                "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"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
                "Animation": "None",
                "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"
            },
            "Use Camera Z Rotation For Normal Attack": true,
            "Trace Bounds": {
                "X": 65,
                "Y": 75,
                "Z": 75
            },
            "Can Attack In Air": true,
            "Use Different Attack When In Air": false,
            "In Air Attack": {
                "Animation": "None",
                "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"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "/Game/Hyper/Core/Equipment_Manager/Datamodel/DataAssets/DA_Surface_Sounds_Base.DA_Surface_Sounds_Base"
        },
        "Defend": {
            "Can Defend": false,
            "Defend Animation": "None",
            "Can Equip Shield with this Weapon": true,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
            "Is Ranged": false,
            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
                "Single"
            ],
            "Camera Shake Class": "None",
            "Has Recoil": false,
            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
        },
        "Ammo": {
            "Requires Ammo": false,
            "Accepted Ammo": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Aiming": {
            "Has Aim Down Sight": false,
            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
        },
        "Crosshair": {
            "Has Crosshair": true,
            "Crosshair": "/Game/Hyper/UI/Widgets/Specific/Combat/Crosshair/WBP_Crosshair_Pistol.WBP_Crosshair_Pistol_C"
        },
        "Reload": {
            "Has Reload": false,
            "Reload Animation": "None",
            "Has automatic reload": false,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Has Manual Reload": 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
        },
        "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
        },
        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": true,
            "Rotate control to locked target": true,
            "Use outliner": true
        },
        "Damage Types": {
            "Damage Type": "/Game/Hyper/ResourcePack/DamageTypes/DT_Combat.DT_Combat_C",
            "Use Secondairy Damage Type For Heavy Attack": false,
            "Secondairy Damage Type": "None"
        },
        "IK": {
            "Use IK to Aim": false,
            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
            },
            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
        },
        "Assigned Attributes": {
            "Non-Persistent Attributes": {
                "Values": [],
                "Lookup Map": []
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            "Persistent Attributes": {
                "Attributes": [
                    {
                        "Gameplay Tag": {
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                        "Attribute": {
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                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Generic.Critical Strike Chance"
                        },
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                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Generic.Critical Strike Multiplier"
                        },
                        "Attribute": {
                            "Base": 2,
                            "Added": 0
                        }
                    }
                ],
                "Lookup Map": []
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            "Level Attributes": [],
            "State Effects To Add": {
                "GameplayTags": [],
                "ParentTags": []
            },
            "State Effects To Remove": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Misc Attributes": []
    },
    {
        "Name": "Watering_Can",
        "Generic": {
            "Equipment Type": {
                "TagName": "Items.Equipment.Farming.Watering_Can"
            },
            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Watering_Can"
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        "Equip": {
            "Equipment Actor Class": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Implementations/BP_Equipment_Farming.BP_Equipment_Farming_C",
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            "Equip Animations": {
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                "Equip Animation from armed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic",
                "Equip Animation from unarmed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic"
            },
            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
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                "Rotation": {
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                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
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                    "Z": 1
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            },
            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "/Game/Hyper/ResourcePack/Tools/Watering_Can/SM_Watering_Can.SM_Watering_Can",
            "Uses Skeletal Mesh": false,
            "Equip as Master Posed Skeletal Mesh": false,
            "Skeletal Mesh": "None",
            "Equip at this slot": "Primary Weapon",
            "Attach at this socket": "weapon_l",
            "Socket Offset": {
                "Location": {
                    "X": 9,
                    "Y": 0,
                    "Z": 0
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                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 180
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Secondary Offset": {
                "Location": {
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                "Rotation": {
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                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
            "Dual Wield Socket Offset": {
                "Location": {
                    "X": 0,
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                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should check gender before equip": false,
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            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
            "Use Right Handed Pickup": false,
            "First Person Gun Socket": {
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                },
                "Rotation": {
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                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "First Person Single Grip": false
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        "Melee": {
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            "Light Attacks": [],
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            "Light Attacks when in motion": [],
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            "Use different heavy attack animations when in motion": false,
            "Heavy Attacks when in motion": [],
            "Has Combo Multiplier": true,
            "Combo Multipliers": [
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                1.15,
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            "Consumes on attack": true,
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            "Use Different Attack When Looking Down": false,
            "Looking Down Pitch": 0,
            "Looking Down Attack": {
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                "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"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
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                "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"
            },
            "Use Camera Z Rotation For Normal Attack": true,
            "Trace Bounds": {
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                "Y": 75,
                "Z": 75
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            "Can Attack In Air": true,
            "Use Different Attack When In Air": false,
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                "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"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "None"
        },
        "Defend": {
            "Can Defend": false,
            "Defend Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Block/Anim_Sword_Block.Anim_Sword_Block",
            "Can Equip Shield with this Weapon": false,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
            "Is Ranged": false,
            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
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            "Camera Shake Class": "None",
            "Has Recoil": false,
            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
        },
        "Ammo": {
            "Requires Ammo": false,
            "Accepted Ammo": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Aiming": {
            "Has Aim Down Sight": false,
            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
        },
        "Crosshair": {
            "Has Crosshair": false,
            "Crosshair": "None"
        },
        "Reload": {
            "Has Reload": false,
            "Reload Animation": "None",
            "Has automatic reload": false,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Has Manual Reload": 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
        },
        "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
        },
        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": true,
            "Rotate control to locked target": true,
            "Use outliner": true
        },
        "Damage Types": {
            "Damage Type": "None",
            "Use Secondairy Damage Type For Heavy Attack": false,
            "Secondairy Damage Type": "None"
        },
        "IK": {
            "Use IK to Aim": false,
            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
            },
            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
        },
        "Assigned Attributes": {
            "Non-Persistent Attributes": {
                "Values": [],
                "Lookup Map": []
            },
            "Persistent Attributes": {
                "Attributes": [],
                "Lookup Map": []
            },
            "Level Attributes": [],
            "State Effects To Add": {
                "GameplayTags": [],
                "ParentTags": []
            },
            "State Effects To Remove": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Misc Attributes": []
    },
    {
        "Name": "Wooden_Bow",
        "Generic": {
            "Equipment Type": {
                "TagName": "Items.Equipment.Bow.Wooden_Bow"
            },
            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Wooden_Bow"
            }
        },
        "Equip": {
            "Equipment Actor Class": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Implementations/BP_Equipment_Bow.BP_Equipment_Bow_C",
            "Do not use equip or unequip animation": false,
            "Equip Animations": {
                "Unequip Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Actions/AM_MM_Generic_Unequip.AM_MM_Generic_Unequip",
                "Equip Animation from armed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic",
                "Equip Animation from unarmed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic"
            },
            "Should Spawn Visual Ammo Actor": true,
            "Visual Ammo Actor": "/Game/Hyper/ReplicationSubSystem/Blueprints/Actor_Spawn/BP_Generic_Actor_Spawn_Quiver.BP_Generic_Actor_Spawn_Quiver_C",
            "Visual ammo actor socket": "Backpack",
            "Visual ammo actor offset": {
                "Location": {
                    "X": 0,
                    "Y": -10,
                    "Z": -40
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 15
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "/Game/Hyper/ResourcePack/Weapons/Bows/BasicBow/SM_Bow.SM_Bow",
            "Uses Skeletal Mesh": false,
            "Equip as Master Posed Skeletal Mesh": false,
            "Skeletal Mesh": "None",
            "Equip at this slot": "Primary Weapon",
            "Attach at this socket": "weapon_l",
            "Socket Offset": {
                "Location": {
                    "X": 5,
                    "Y": 0,
                    "Z": -3
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": -4,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Secondary Offset": {
                "Location": {
                    "X": -80,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
            "Dual Wield Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should check gender before equip": false,
            "Accepted on these Genders": [],
            "Override Global Orientation": false,
            "Global Orientation": "Forward Facing",
            "Use Right Handed Pickup": true,
            "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
                }
            },
            "First Person Single Grip": false
        },
        "Melee": {
            "Has Melee": false,
            "Light Attacks": [],
            "Use different light attack animations when in motion": false,
            "Light Attacks when in motion": [],
            "Heavy Attacks": [],
            "Use different heavy attack animations when in motion": false,
            "Heavy Attacks when in motion": [],
            "Has Combo Multiplier": true,
            "Combo Multipliers": [
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                1.1,
                1.15,
                1.2,
                1.25
            ],
            "Consumes on attack": true,
            "Heavy Attack Consumption": [],
            "Light Attack Consumption": [],
            "Use Different Attack When Looking Down": false,
            "Looking Down Pitch": 0,
            "Looking Down Attack": {
                "Animation": "None",
                "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"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
                "Animation": "None",
                "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"
            },
            "Use Camera Z Rotation For Normal Attack": true,
            "Trace Bounds": {
                "X": 75,
                "Y": 75,
                "Z": 75
            },
            "Can Attack In Air": true,
            "Use Different Attack When In Air": false,
            "In Air Attack": {
                "Animation": "None",
                "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"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "/Game/Hyper/Core/Equipment_Manager/Datamodel/DataAssets/DA_Surface_Sounds_Base.DA_Surface_Sounds_Base"
        },
        "Defend": {
            "Can Defend": false,
            "Defend Animation": "None",
            "Can Equip Shield with this Weapon": false,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
            "Is Ranged": true,
            "Fire Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Bow/Fire/AM_Bow_Draw_Montage.AM_Bow_Draw_Montage",
            "Require aiming to fire": true,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "/Game/Hyper/ResourcePack/Effects/Particles/Footsteps/Niagara/NS_Echo_Footstep_Dust.NS_Echo_Footstep_Dust",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
                "Single"
            ],
            "Camera Shake Class": "/Game/Hyper/Equipment_Manager/Blueprints/CameraShakes/CS_Weapon_Fire_Pistol.CS_Weapon_Fire_Pistol_C",
            "Has Recoil": false,
            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
        },
        "Ammo": {
            "Requires Ammo": true,
            "Accepted Ammo": {
                "GameplayTags": [
                    {
                        "TagName": "Items.Equipment.Ammunition.Arrow.Wooden_Arrow"
                    },
                    {
                        "TagName": "Items.Equipment.Ammunition.Arrow.Iron_Arrow"
                    },
                    {
                        "TagName": "Items.Equipment.Ammunition.Arrow.Stone_Arrow"
                    },
                    {
                        "TagName": "Items.Equipment.Ammunition.Arrow.Steel_Arrow"
                    },
                    {
                        "TagName": "Items.Equipment.Ammunition.Arrow.Tranquilizer_Arrow"
                    }
                ],
                "ParentTags": [
                    {
                        "TagName": "Items.Equipment.Ammunition.Arrow"
                    },
                    {
                        "TagName": "Items.Equipment.Ammunition"
                    },
                    {
                        "TagName": "Items.Equipment"
                    },
                    {
                        "TagName": "Items"
                    }
                ]
            }
        },
        "Aiming": {
            "Has Aim Down Sight": true,
            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": true
        },
        "Crosshair": {
            "Has Crosshair": true,
            "Crosshair": "/Game/Hyper/UI/Widgets/Specific/Combat/Crosshair/WBP_Crosshair_Master.WBP_Crosshair_Master_C"
        },
        "Reload": {
            "Has Reload": true,
            "Reload Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Bow/Fire/AM_Bow_Draw_Montage.AM_Bow_Draw_Montage",
            "Has automatic reload": true,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Has Manual Reload": true
        },
        "Projectile": {
            "Is Projectile": true,
            "Projectile Actor": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Masters/BP_Projectile_Breakable.BP_Projectile_Breakable_C",
            "Is Homing": false,
            "Accepted Locking tags": [],
            "Impact Effect": "None",
            "Activate on Impact": false,
            "Sound on activation": "None",
            "Used Ammo instead of weapon as projectile": true,
            "Can Pickup After Ejected": true,
            "Velocity Direction": {
                "X": 1,
                "Y": 0,
                "Z": 0.02
            },
            "Damage On Impact": true
        },
        "Throwable": {
            "Is Throwable": true,
            "Has Timer": false,
            "Timer is active while charging": false,
            "Time to activate": 0,
            "Can Charge Throwable?": true,
            "Throwing Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Bow/Fire/AM_Bow_Fire_Montage.AM_Bow_Fire_Montage",
            "TimeToMaxCharge": 0.1,
            "Can Penetrate and Stick on Impact": true,
            "Can stick to this tag": "ProjectileCanStick",
            "Use Charge Animation": true,
            "Charge Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Bow/Fire/AM_Bow_RMB_Drawback_Montage.AM_Bow_RMB_Drawback_Montage",
            "Automaticly Recharge after throw": true,
            "Use Projectile Trajectory Prediction": false
        },
        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": false,
            "Rotate control to locked target": false,
            "Use outliner": false
        },
        "Damage Types": {
            "Damage Type": "/Game/Hyper/ResourcePack/DamageTypes/DT_Combat.DT_Combat_C",
            "Use Secondairy Damage Type For Heavy Attack": false,
            "Secondairy Damage Type": "None"
        },
        "IK": {
            "Use IK to Aim": false,
            "Hand Bone": "None",
            "Rotation Offset": {
                "Pitch": 0,
                "Yaw": 0,
                "Roll": 0
            },
            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
        },
        "Assigned Attributes": {
            "Non-Persistent Attributes": {
                "Values": [],
                "Lookup Map": []
            },
            "Persistent Attributes": {
                "Attributes": [
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Generic.Base Damage"
                        },
                        "Attribute": {
                            "Base": 10,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Generic.Critical Strike Chance"
                        },
                        "Attribute": {
                            "Base": 0.2,
                            "Added": 2
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Generic.Critical Strike Multiplier"
                        },
                        "Attribute": {
                            "Base": 2,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Ranged.Max Rounds In Magazine"
                        },
                        "Attribute": {
                            "Base": 1,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Ranged.Amount Of Shots In One Fire"
                        },
                        "Attribute": {
                            "Base": 1,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Generic.Time Between Attacks"
                        },
                        "Attribute": {
                            "Base": 1,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Ranged.Aiming FOV"
                        },
                        "Attribute": {
                            "Base": 70,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Ranged.Recoil.Speed"
                        },
                        "Attribute": {
                            "Base": 1,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Ranged.Recoil.Intensity"
                        },
                        "Attribute": {
                            "Base": 1,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Ranged.Recoil.Recovery Rate"
                        },
                        "Attribute": {
                            "Base": 10,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Ranged.Recoil.Improvement Aiming"
                        },
                        "Attribute": {
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                    },
                    {
                        "Gameplay Tag": {
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                        },
                        "Attribute": {
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                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
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                        },
                        "Attribute": {
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                            "Added": 0
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                    },
                    {
                        "Gameplay Tag": {
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                        },
                        "Attribute": {
                            "Base": -200,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
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                        },
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                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
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                    },
                    {
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                    {
                        "Gameplay Tag": {
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                    },
                    {
                        "Gameplay Tag": {
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                            "Added": 0
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                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Crosshair.Spread Increase Running"
                        },
                        "Attribute": {
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                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
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                        },
                        "Attribute": {
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                            "Added": 0
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                    },
                    {
                        "Gameplay Tag": {
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                        },
                        "Attribute": {
                            "Base": 100,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
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                        "Attribute": {
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                            "Added": 0
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                    },
                    {
                        "Gameplay Tag": {
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                        "Attribute": {
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                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
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                            "Added": 0
                        }
                    }
                ],
                "Lookup Map": []
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            "Level Attributes": [],
            "State Effects To Add": {
                "GameplayTags": [],
                "ParentTags": []
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            "State Effects To Remove": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Misc Attributes": []
    },
    {
        "Name": "Wooden_Spear",
        "Generic": {
            "Equipment Type": {
                "TagName": "Items.Equipment.Melee.Spear.Wooden_Spear"
            },
            "Linked Inventory Item": {
                "DataTable": "/Script/Engine.DataTable'/Game/Hyper/Core/Inventory/Datamodel/Datatables/DT_Items.DT_Items'",
                "RowName": "Wooden_Spear"
            }
        },
        "Equip": {
            "Equipment Actor Class": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Implementations/BP_Equipment_Spear.BP_Equipment_Spear_C",
            "Do not use equip or unequip animation": false,
            "Equip Animations": {
                "Unequip Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Actions/AM_MM_Generic_Unequip.AM_MM_Generic_Unequip",
                "Equip Animation from armed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic",
                "Equip Animation from unarmed": "/Game/Hyper/ResourcePack/Weapons/Pistol_Basic/Animations/AM_MM_Equip_Unarmed_Generic.AM_MM_Equip_Unarmed_Generic"
            },
            "Should Spawn Visual Ammo Actor": false,
            "Visual Ammo Actor": "None",
            "Visual ammo actor socket": "None",
            "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
                }
            },
            "Should Switch Anim Layer on Equip": false,
            "Animation Layer to use": [],
            "Static Mesh": "/Game/Hyper/ResourcePack/Weapons/Spear/SM_Spear.SM_Spear",
            "Uses Skeletal Mesh": false,
            "Equip as Master Posed Skeletal Mesh": false,
            "Skeletal Mesh": "None",
            "Equip at this slot": "Primary Weapon",
            "Attach at this socket": "weapon_r",
            "Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 25
                },
                "Rotation": {
                    "Pitch": 90,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Secondary Offset": {
                "Location": {
                    "X": 0,
                    "Y": -3,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 180,
                    "Yaw": -10,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Is Dual Wield": false,
            "Dual Wield Socket": "None",
            "Dual Wield Socket Offset": {
                "Location": {
                    "X": 0,
                    "Y": 0,
                    "Z": 0
                },
                "Rotation": {
                    "Pitch": 0,
                    "Yaw": 0,
                    "Roll": 0
                },
                "Scale": {
                    "X": 1,
                    "Y": 1,
                    "Z": 1
                }
            },
            "Should check gender before equip": false,
            "Accepted on these Genders": [],
            "Override Global Orientation": false,
            "Global Orientation": "Strafe Movement",
            "Use Right Handed Pickup": false,
            "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
                }
            },
            "First Person Single Grip": false
        },
        "Melee": {
            "Has Melee": true,
            "Light Attacks": [
                {
                    "Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Spear/Attack/AM_Spear_Jab_Mid_2_Montage.AM_Spear_Jab_Mid_2_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": 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/Spear/Attack/AM_Spear_Jab_Mid_Montage.AM_Spear_Jab_Mid_Montage",
                    "Percentage Required to be played before being able to start next attack": 0.4,
                    "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"
                }
            ],
            "Use different light attack animations when in motion": false,
            "Light Attacks when in motion": [],
            "Heavy Attacks": [],
            "Use different heavy attack animations when in motion": false,
            "Heavy Attacks when in motion": [],
            "Has Combo Multiplier": true,
            "Combo Multipliers": [
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                1.1,
                1.15,
                1.2,
                1.25
            ],
            "Consumes on attack": true,
            "Heavy Attack Consumption": [],
            "Light Attack Consumption": [],
            "Use Different Attack When Looking Down": false,
            "Looking Down Pitch": 0,
            "Looking Down Attack": {
                "Animation": "None",
                "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"
            },
            "Use different looking down attack animations when in motion": false,
            "Looking down attack when in motion": {
                "Animation": "None",
                "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"
            },
            "Use Camera Z Rotation For Normal Attack": true,
            "Trace Bounds": {
                "X": 125,
                "Y": 75,
                "Z": 75
            },
            "Can Attack In Air": true,
            "Use Different Attack When In Air": false,
            "In Air Attack": {
                "Animation": "None",
                "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"
            },
            "Use different air attack animations when in motion": false,
            "In Air Attack while in motion": {
                "Animation": "None",
                "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"
            },
            "Hold First Section Until On Ground": false,
            "Surface Impact Sounds": "/Game/Hyper/Core/Equipment_Manager/Datamodel/DataAssets/DA_Surface_Sounds_Base.DA_Surface_Sounds_Base"
        },
        "Defend": {
            "Can Defend": false,
            "Defend Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Sword/Block/Anim_Sword_Block.Anim_Sword_Block",
            "Can Equip Shield with this Weapon": false,
            "Animation Layer to use with shield": "None"
        },
        "Ranged": {
            "Is Ranged": false,
            "Fire Animation": "None",
            "Require aiming to fire": false,
            "Automatically Zoom In When Firing In First Person": true,
            "Fire effect": "None",
            "FireSound": "None",
            "Spawn Effect at this socket": "Muzzle",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Accepted Fire Modes": [
                "Single"
            ],
            "Camera Shake Class": "None",
            "Has Recoil": false,
            "Has Recoil Recovery": false,
            "Has Weapon Spray": false
        },
        "Ammo": {
            "Requires Ammo": false,
            "Accepted Ammo": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Aiming": {
            "Has Aim Down Sight": true,
            "Has Zoom Overlay": false,
            "Zoom Overlay": "None",
            "Requires Ammo to start Aiming": false
        },
        "Crosshair": {
            "Has Crosshair": false,
            "Crosshair": "None"
        },
        "Reload": {
            "Has Reload": false,
            "Reload Animation": "None",
            "Has automatic reload": false,
            "Empty clip sound": "None",
            "Play animation in equipped skeletal mesh": false,
            "Animation in equipped mesh": "None",
            "Has Manual Reload": false
        },
        "Projectile": {
            "Is Projectile": false,
            "Projectile Actor": "/Game/Hyper/Equipment_Manager/Blueprints/Equipment/Masters/BP_Projectile_Base.BP_Projectile_Base_C",
            "Is Homing": false,
            "Accepted Locking tags": [
                "Heat"
            ],
            "Impact Effect": "None",
            "Activate on Impact": false,
            "Sound on activation": "None",
            "Used Ammo instead of weapon as projectile": false,
            "Can Pickup After Ejected": true,
            "Velocity Direction": {
                "X": 1,
                "Y": 0,
                "Z": 0
            },
            "Damage On Impact": true
        },
        "Throwable": {
            "Is Throwable": true,
            "Has Timer": false,
            "Timer is active while charging": false,
            "Time to activate": 0,
            "Can Charge Throwable?": true,
            "Throwing Animation": "/Game/Hyper/Locomotion/Chars/Mannequin_UE5/Anims/Locomotion/Spear/Attack/AM_Spear_Throw_Montage.AM_Spear_Throw_Montage",
            "TimeToMaxCharge": 0,
            "Can Penetrate and Stick on Impact": true,
            "Can stick to this tag": "ProjectileCanStick",
            "Use Charge Animation": false,
            "Charge Animation": "None",
            "Automaticly Recharge after throw": false,
            "Use Projectile Trajectory Prediction": false
        },
        "Hit Animations": "None",
        "Locking": {
            "Can lock onto target with this weapon": true,
            "Rotate control to locked target": false,
            "Use outliner": false
        },
        "Damage Types": {
            "Damage Type": "/Game/Hyper/ResourcePack/DamageTypes/DT_Base.DT_Base_C",
            "Use Secondairy Damage Type For Heavy Attack": false,
            "Secondairy Damage Type": "None"
        },
        "IK": {
            "Use IK to Aim": true,
            "Hand Bone": "hand_r",
            "Rotation Offset": {
                "Pitch": -30,
                "Yaw": 0,
                "Roll": 0
            },
            "Use Left Hand IK On All Animations": false,
            "Target Socket": "None"
        },
        "Assigned Attributes": {
            "Non-Persistent Attributes": {
                "Values": [],
                "Lookup Map": []
            },
            "Persistent Attributes": {
                "Attributes": [
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Generic.Base Damage"
                        },
                        "Attribute": {
                            "Base": 12,
                            "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
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Ranged.Aiming FOV"
                        },
                        "Attribute": {
                            "Base": 75,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Ranged.Projectile.Initial Speed"
                        },
                        "Attribute": {
                            "Base": 10000,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Ranged.Projectile.Maximum Speed"
                        },
                        "Attribute": {
                            "Base": 10000,
                            "Added": 0
                        }
                    },
                    {
                        "Gameplay Tag": {
                            "TagName": "Attribute.Persistent.Combat.Ranged.Projectile.Life"
                        },
                        "Attribute": {
                            "Base": 10,
                            "Added": 0
                        }
                    }
                ],
                "Lookup Map": []
            },
            "Level Attributes": [],
            "State Effects To Add": {
                "GameplayTags": [],
                "ParentTags": []
            },
            "State Effects To Remove": {
                "GameplayTags": [],
                "ParentTags": []
            }
        },
        "Misc Attributes": []
    }
]