Production schedule — 2026-09-13: PIPE-ROADMAP now defines 32 focused phases (P00–P31). Phase 0/1/2/3 references retained in this document are legacy scope bands, not the new phase numbers. The owner confirmed limited-area core-loop proof before full-map expansion; see the roadmap for dependencies, audited status and remaining work.
Production context
GDD/01-Gameplay/09-Weapon-Customization.mdVerified implementation evidence
- Source 2026-09-20: P11 backend for L1810 field attach/remove, replicated attachment meshes + laser/light presentation, jam chance
100 - DurabilityPercent / 2, magazine ammo fromCompatibleItemIdsonly, and Head/Loop/Tail planner expansion. Magazine-as-item L1810 flow is unchanged. Repair-kit design is resolved in TBD-8EF6FAED; runtime kit authoring remains pending; salvage/parts formulas are test-covered helpers without runtime kit/parts items. Workbench CommonUI screen remainsUI-SYS-006. - Owner 2026-09-21: non-magazine attachment install/remove is instant (no 3 s channel, no stand-still). Combat magazine install/remove stays 3 s. Repair/salvage stays 10 s.
- MCP readback 2026-09-21:
IMC_DefaultDefaultKeyMappingsmapsIA_TacticalDeviceToggleto T andIA_TacticalDeviceCycleto Ctrl+T (IA_Ctrlchord). The leftover deprecatedMappingsarray (Inventory/Tab only) was emptied the same day; the engine property itself cannot be removed.BP_LambeerPlayerControlleraddsIMC_Defaultas a default mapping context.SKM_L1810sockets: ADSSightReference(Frame1),SightAttachment(Slide1),MuzzleAttachment(Frame1),TacticalAttachment(Frame1). Slot defaults and Data AssetAttachSocketNameuse the three attachment sockets. - Owner-reported PIE 2026-09-21: inventory UI drag-install of a non-magazine attachment onto L1810 succeeded. Later source work added draggable Item Details attachment slots: compatible Inventory/held items can install onto a physical player host, and installed slots can drag back to Inventory for authoritative removal. Item Details now presents a SceneCapture 3D inspect of the host plus installed attachment meshes, drag-outside Inventory chrome or onto Drop world-drops the installed item, and hover+
Eunequips into inventory when there is space. UseQuick/loot Details projections remain read-only. Owner PIE for this new surface and the remaining weapon checks is pending.
Relationships
Document contract coverage
Use these required Feature Specification areas during review. The HTML content below is authoritative; items not stated explicitly remain unresolved.
- ReviewPurpose & Player Value
- ReviewScope
- ReviewOut of Scope
- ReviewTerminology
- ReviewFunctional Behavior
- ReviewStates & Flows
- ReviewRules & Edge Cases
- ReviewDependencies
- ReviewAcceptance Criteria
- ReviewOpen Questions
Authoritative project content
Firearms can be customized with attachments, loaded like a Tarkov-style magazine/chamber loop, repaired, and (later) adjusted. All of this is server-authoritative. Core action times, jam chance, field repair, salvage yield, parts-only repair, magazine ammo whitelist, workbench interact range, and laser/light inputs are confirmed below. Stock-stat curves remain TBD-17D81164 (Phase 2+ / P21). Do not invent remaining catalog, kit identity, world-bench, or detection values.
Weapon dirt / fouling is cancelled (no dirt meter, no cleaning kit, no jam/spread-from-dirt). Melee blood stains are a separate visual system: 10-Blood-Visual.md.
Related: 03-Combat-System.md, 06-Inventory-and-Items.md, 07-Crafting-and-Progression.md, 05-Building-System.md, 10-Blood-Visual.md.
Phasing — [CONFIRMED]
| Capability | Phase |
|---|---|
| Install / remove attachments (including magazines) | Phase 1 |
| Magazine as ammo container; load/unload from inventory anywhere | Phase 1 |
| Chamber + check / charge / release bolt (Tarkov-like firearm handling) | Phase 1 (design); [RISK] animation and UX cost |
| Replicated 3D attachment meshes on the world weapon | Phase 1 |
| Laser / light toggle, visible to others, affects zombie awareness | Phase 1 |
| Scope mount position along the weapon rail | Phase 2+ |
| Adjustable stock length (slider) with combat-stat impact | Phase 2+ |
| Durability + repair (firearms and tools) | Phase 1 for the data model; repair actions available when kits/salvage exist |
| Skill gates (Firearms / Engineering) | None in Phase 1 — anyone who can reach the interaction can use it |
Station — [CONFIRMED]
- Uses the same workbench as crafting. The station gains a firearm work mode (inspect / attach / adjust / repair) rather than a separate gunsmith deployable.
- Anyone nearby may use a placed workbench (no owner/clan lock for this interaction). Raiders can use a bench they find.
- Workbench is still a player-placed deployable (see 05-Building-System.md). World-placed benches are [TBD] and are not required for this feature.
Where actions happen — [CONFIRMED]
| Action | Field | Workbench |
|---|---|---|
| Install / remove attachments | Yes | Yes |
| Load / unload ammo into a magazine | Yes (inventory, anywhere) | Yes (same inventory rules) |
| Chamber / bolt handling | Yes (part of firearm use) | n/a |
| Scope rail position | No | Yes (Phase 2+) |
| Stock length slider | No | Yes (Phase 2+) |
| Repair durability | Yes, when the acting inventory holds matching repair equipment for that item type. Canonical rule: TBD-16DB8041. |
Yes |
Install/remove does not require a tool item in the current design, whether performed in the field or at a workbench — [CONFIRMED].
TBD-16DB8041 — field repair — [CONFIRMED 2026-09-20]
Field repair is allowed. The acting inventory must hold equipment that supports repairing that item type: a gun repair kit, or matching family parts, for firearms. The loot-only kit identity is specified in TBD-8EF6FAED. The 10-second channel, cancellation, and kit-versus-parts exclusivity are the same in the field and at a workbench. Workbench interaction uses the same player interact as world-item pickup (IA_Interact / UInteractionComponent); do not author a second range.
Interruption — [CONFIRMED]
Timed bench (or field) actions are channels. If the player moves, takes damage, or dies, the channel cancels. Consumed time is lost; materials are not consumed (returned / never deducted).
- Install or remove a non-magazine attachment: instant — owner 2026-09-21. No channel and no stand-still requirement.
- Repair or salvage a firearm: 10 seconds.
Attachment slots — [CONFIRMED]
Phase 1 slot types:
| Slot | Notes |
|---|---|
| Optic | Scopes / sights. Mount position along the rail is Phase 2+. |
| Muzzle | Suppressor / brake / flash hider, etc. |
| Magazine | Physical mag item; see Magazines. |
| Grip | Foregrip / similar. |
| Stock | Swappable stocks. Length-of-pull slider is Phase 2+ and only on stocks that support it. |
| Laser | Laser and/or flashlight device. |
| Charm | Cosmetic keychain/charm. Runtime host support covers firearms and items with bMeleeWeapon=true; exact charm ItemIds, sockets and two-sided compatibility pairings remain catalog authoring. |
Source 2026-09-21 adds ELambeerAttachmentSlot::Charm, default socket name CharmAttachment, persisted installed-state support and firearm/melee server validation. No charm Data Asset, weapon socket or compatibility pair was invented; those remain part of the attachment catalog. Underbarrel launchers / bipods are out of v1 slot list.
Compatibility — [CONFIRMED] rule, catalog [TBD]
Compatibility is by weapon family, not “any optic on any gun” and not a full rail-standard simulation.
[RECOMMENDATION] family list (replace with a real catalog when content exists):
- Pistol
- SMG
- Assault rifle (AR)
- DMR
- Shotgun
- Sniper
Every weapon and attachment Data Asset owns an explicit compatibility whitelist for allowed weapon families and/or exact item IDs — [CONFIRMED]. The server validates both sides of the pairing before installation. The L1810 pairings are confirmed content entries: LRD-01 (Optic), LS9-01 (Muzzle), LTL-100 (Laser), and Item.Magazine.L1810. Remaining weapon/attachment roster entries on those whitelists remain [TBD] under TBD-911C46EA. This is not the magazine-ammo list; ammo uses TBD-511DC680.
TBD-911C46EA — remaining attachment/weapon pairings
This decision is the rest of the which attachment mounts on which firearm catalog. It is not jam, repair, or magazine ammo. L1810 plus the three supplied accessories and the L1810 magazine are confirmed. Later guns and attachments still need their own Data Asset whitelist entries before they can install. Do not infer that an optic, suppressor, or light that fits L1810 fits every pistol.
Persistence & presentation — [CONFIRMED]
- Attachments are instance state on the weapon. They stay mounted when the weapon is dropped, looted, or left on a corpse.
- Equipped weapons show real attachment meshes. Other players see the same configuration (replicated).
- Workbench UI is a 3D inspect of the weapon (not a 2D slot grid as the primary UX).
Install/remove of a non-magazine attachment at the bench or in the field is instant and does not require or consume a tool item — [CONFIRMED 2026-09-21]. Combat magazine install/remove remains 3 seconds. Repair consumes either a kit or matching family parts as described below.
Magazines & ammunition (Tarkov-like) — [CONFIRMED]
- A magazine is an item that holds ammo. The player loads ammo into the mag; the mag is then installed on a compatible firearm.
- Loading and unloading ammo into/from a mag is done from inventory anywhere (no workbench required).
- Magazines do not stack. Each mag is its own instance with its own loaded rounds. That instance state persists with the item — [CONFIRMED 2026-09-14].
- Magazines may be partially filled (e.g. 15/30) and keep that count when stored, dropped, or left on a weapon.
- The player may unload a mag back into ammo piles/stacks.
- Mixed ammo types in one mag are allowed if each type is compatible with that mag. Canonical rule:
TBD-511DC680. - Mixed-ammo fire order: rounds are chambered and fired in the same order in which the player loaded them into the magazine. The first round loaded is the first round selected for chambering; the system preserves the per-round sequence and never groups or sorts by ammo type — [CONFIRMED].
TBD-511DC680 — magazine ammo whitelist — [CONFIRMED 2026-09-20]
A magazine accepts only ammunition ItemIds authored on the relevant DA_Item_* CompatibleItemIds lists. There is no implicit caliber/family fallback. Incompatible IDs cannot be inserted. Source 2026-09-20: LambeerMagazineRules::CanLoadAmmo and magazine install use either-side CompatibleItemIds only. Non-magazine attachments require both-sides whitelist. Head/Loop/Tail expansion is LambeerMagazinePlanRules; the workbench planner modal remains UI-SYS-006.
Field inspection inputs — [CONFIRMED 2026-09-08]
- Check chamber:
IA_CheckChamber, Shift + R, action duration 3 seconds per firearm. - Check magazine:
IA_CheckMagazine, Alt + R, action duration 5 seconds per firearm. - Combat magazine install: unmodified R, 3 seconds, right firearm then left. R replaces an already-installed mag. Movement is allowed. See
FEAT-COMBAT. - Press once to start; holding the keys is not required.
- When holding two firearms, inspect the right-hand firearm first, then the left-hand firearm — owner confirmed 2026-09-09. Total time is 6 seconds for chambers or 10 seconds for magazines.
- Owner confirmed 2026-09-09: An interrupted sequence does not retain newly collected inspection results, including the completed first firearm. Ammo/chamber truth comes from actual item data; do not impose empty defaults or use debug counts as production truth. Treatment of older observations predating the interrupted sequence remains unspecified.
- Only the completed corresponding check reveals that observed chamber/magazine state, following FEAT-HUD-UI. The existing field-action interruption contract remains applicable. [CONFIRMED 2026-09-14] Observed knowledge is client-only and is not saved. Every fired round clears chamber and magazine observation to UNKNOWN.
G3 source, 2026-09-10: Item.Weapon.L1810 used instance chamber/magazine counts (capacity 18, G3 new stacks full mag / empty chamber) so field checks did not require a magazine item. Firearm hand cards show Chamber/Mag knowledge even when the gun also tracks durability. HUD knowledge is applied only after the whole timed sequence finishes. Check Magazine uses the same Enhanced Input chord path as Check Chamber (IMC_Default R + IA_Alt). Owner reported Alt chord inspection on 2026-09-10. Debug UI_G3ObserveWeapon remains.
[CONFIRMED 2026-09-10 G3.2] New L1810 stacks spawn with no magazine and an empty chamber. Magazine-as-item rules in this document now apply: load/unload ammo from inventory anywhere (instant); install/remove magazine 3 s with no tool; removing a magazine can leave a chambered round. MCP created and saved DA_Item_L1810_Magazine / DA_Item_Ammo_9x19 on 2026-09-11. [OWNER-REPORTED PASS 2026-09-11] Owner reported load, 3 s install, move-cancel, unload and remove. See G3.2.
Chamber and bolt — [CONFIRMED] design
The firearm has a chambered round separate from the magazine, plus Tarkov-like handling:
- Check chamber
- Charge / rack
- Release bolt / bolt catch as applicable to the weapon
Removing the mag can leave one round in the chamber. Exact per-weapon bolt types (closed bolt, break action, etc.) remain [TBD] per firearm except L1810: [CONFIRMED 2026-09-20] closed-bolt semi-auto. A successful L1810 shot auto-chambers the next magazine round. Separate charge / rack / slide-lock controls are deferred. Combat reload key is R (3-second magazine install; dual firearms right then left). Presentation clip: /Game/Lambeer/Characters/Player/Animation/FirearmReload/A_PistolReload.
[RISK] This is high animation, audio, and input-surface cost. Keep it data-driven per weapon family so content does not require unique code per gun.
Laser / light — [CONFIRMED]
- Occupies the laser slot.
- Toggle on/off uses
IA_TacticalDeviceToggle. Canonical names:TBD-D0682A36. - Beam / IR or visible point is shown in the world; other players can see it.
- When on, it makes zombies more likely to detect / aggro the user. Exact detection bonuses are [TBD] under
TBD-11668480. [CONFIRMED 2026-09-22] The P14 encounter slice does not apply this bonus. That slice uses sight and hearing only, perFEAT-ZOMBIE-DESIGN.
TBD-D0682A36 — tactical device inputs — [CONFIRMED 2026-09-20]
IA_TacticalDeviceToggle turns the mounted laser/light device on or off. IA_TacticalDeviceCycle cycles the on-state presentation; confirmed examples are LaserON/LightOFF and LaserON/LightON. Input Action assets exist at /Game/Lambeer/Core/Input/Actions/IA_TacticalDeviceToggle and IA_TacticalDeviceCycle. Character binds those actions. MCP readback 2026-09-21 of IMC_Default DefaultKeyMappings: toggle is unmodified T; cycle is Ctrl+T via InputTriggerChordAction on IA_Ctrl. BP_LambeerPlayerController already includes IMC_Default in DefaultMappingContexts. Do not invent extra cycle modes or keys.
Scope rail position — [CONFIRMED] (Phase 2+)
- Each firearm defines its own rail / mount points (count and spacing per weapon, not a global 2–3 preset).
- Adjustment is done only at the workbench.
- Effect is visual / ADS presentation only (eye relief, how the optic sits in ADS, perceived FOV/framing). It does not change combat numbers (damage, range falloff, spread, recoil). Firearm range damage drop is specified in
FEAT-COMBAT.
Exact rail authoring (sockets vs spline) is an implementation detail; gameplay requirement is per-weapon mount positions.
Stock length — [CONFIRMED] (Phase 2+)
- Some stocks expose a continuous length slider (collapsed ↔ extended). Which stocks support it is per-item data.
- Adjustment is workbench-only.
-
The slider does affect combat handling:
-
Recoil / stability
- ADS speed / sway
-
Mobility / ergonomics (move-while-aimed feel)
-
Curves and magnitudes are [TBD]. Collapsed size / holster profile is not confirmed (do not implement concealment-size rules unless added later).
Durability — [CONFIRMED]
There is no dirt meter. Use still reduces durability. Blood on a firearm happens only if that gun is used to deal melee damage to a living target; it is visual-only (BloodAmount). See 10-Blood-Visual.md.
| Meter | What it is | How it recovers |
|---|---|---|
| Durability | Mechanical wear | Repair with a gun repair kit, or with salvaged parts from firearms of that family (example: salvage an AR to get AR parts). |
Durability is [CONFIRMED] for firearms and tools (including melee tools/weapons that use durability).
TBD-F2319BE6 — jam chance — [CONFIRMED 2026-09-20]
On an otherwise valid fire attempt, jam chance percent is 100 - DurabilityPercent / 2. Durability is the item’s 0–100 percent. Examples: 100 durability → 50% jam; 80 → 60%; 50 → 75%; 0 → 100%. Durability 0 already refuses fire, melee attack, and tool-role actions. Stock-stat curves stay TBD-17D81164.
Repair & salvage — [CONFIRMED 2026-09-20]
- A gun repair kit restores the target firearm to 100% durability in one completed 10-second repair action. The loot-only kit identity is specified in
TBD-8EF6FAED. - A firearm can be salvaged into family parts (e.g. break down an AR-family gun → AR parts). Yield is
1 + floor(DurabilityPercent / 20)— [CONFIRMED 2026-09-20]TBD-4AF8CE2A. Examples: 0–19% → 1 part; 20–39% → 2; 40–59% → 3; 60–79% → 4; 80–99% → 5; 100% → 6. - Salvage consumes the donor weapon. Any mounted attachments are automatically removed and returned rather than destroyed — [CONFIRMED]. If the receiving inventory has no capacity, those attachments drop on the ground as runtime world drops and use the existing 24-hour remaining despawn in
TECH-NETWORK-ARCH— [CONFIRMED 2026-09-20]. - Each repair action uses either one gun repair kit or matching family parts, never both. Kit and parts cannot be mixed in the same action — [CONFIRMED]. Parts-only repair: 1 part restores 15% durability in one completed 10-second action — [CONFIRMED 2026-09-20].
[CONFIRMED 2026-09-22] The Phase 2 Firearms skill reduces firearm spread/sway by 3% and firearm repair time by 2% per level above Level 1, reaching −27% spread/sway and −18% repair time at Level 10. It does not increase bullet damage or repair amount and does not gate Phase 1 install/remove. The canonical curve and rounding rules are in FEAT-CRAFTING-PROGRESSION.
Open questions still [TBD]
Do not implement as if decided:
TBD-8EF6FAED— [RESOLVED 2026-09-22] Owner selected loot-only Gun Repair Kit for the first increment, with no crafting recipe. Planned ItemId:Item.Tool.GunRepairKit. Runtime Data Asset and loot-table authoring remain pending; no asset existence is claimed. The existing full-repair rule remains unchanged. Attach/remove still requires no tool item.- Per-weapon rail socket lists and which stocks have a length slider (Phase 2+ / P21).
- Laser/light zombie detection bonuses (
TBD-11668480). Out of the P14 encounter slice as of 2026-09-22. - Whether world (non-player) workbenches exist (
TBD-39DD8CFE). - Remaining attachment catalog and family compatibility matrix beyond the confirmed L1810 pairings (
TBD-911C46EA). - Exact bolt types for firearms other than L1810 (
TBD-6E2D4448). - Stock-length combat curves (
TBD-17D81164).
L1810 pistol & compatible accessories
[CONFIRMED] The project owner supplied the L1810 pistol and the following compatible accessories on 2026-09-08. This section is the canonical in-game product-content and surface-marking reference. Company relationships are defined in World Design.
| Accessory | Type | Existing slot category |
|---|---|---|
| LRD-01 | Red Dot Sight | Optic |
| LS9-01 | Suppressor | Muzzle |
| LTL-100 | Flashlight + Laser | Laser |
Compatibility is confirmed for these L1810 pairings; this does not extend the accessories to every pistol. LAMLA OPTICS and LAMLA TACTICAL are supplied product brand inscriptions; their corporate ownership has not been specified.
MCP created, authored and saved the three accessory Data Assets on 2026-09-20 with is_dirty false: DA_Item_LRD01 (Optic), DA_Item_LS901 (Muzzle) and DA_Item_LTL100 (Laser), each whitelisting Item.Weapon.L1810. DA_Item_L1810 now whitelists Item.Magazine.L1810 plus all three attachment ItemIds, so LambeerAttachmentRules::BothSidesAccept passes. Per-asset field values are recorded in ITEM-DB.
Owner-authored sockets on SKM_L1810 as of 2026-09-21: SightReference (Frame1, ADS alignment), SightAttachment (Slide1), MuzzleAttachment (Frame1), and TacticalAttachment (Frame1). Each name is listed twice by combined mesh/skeleton enumeration. Slot defaults are SightAttachment / MuzzleAttachment / TacticalAttachment. DA_Item_LRD01, DA_Item_LS901, and DA_Item_LTL100 set those names on AttachSocketName. SightReference stays the ADS sight socket and is not the optic mount. The leftover deprecated IMC_Default Mappings array was emptied 2026-09-21; live keys remain on DefaultKeyMappings: T toggle, Ctrl+T cycle.
These are inscriptions for fictional game assets. Preserve spelling, capitalization, numbers, arrows, and positions as listed. Serial, part, and lot numbers are surface text, not runtime ItemIds. Gameplay balance, runtime item mappings, mounting details, and UE asset implementation are not verified by this content reference.
L1810 — pistol
| Title | Text | Position |
|---|---|---|
| Manufacturer / Brand | LAMLA ARMS | Frame |
| Model Name / Number | L1810 | Slide |
| Caliber | 9x19 | Barrel / Slide |
| Serial Number | LA0198472 | Frame |
| Country / Factory | MADE IN LAMLA | Frame / Slide |
| Proof / Inspection Marks | Owner-supplied proof / inspection mark reference (linked file not verified) | Barrel |
| Safety Selector Text | SAFE / FIRE | Near Selector |
| Part / Lot / Assembly Number | 71556600 | Slide |
LRD-01 — Red Dot Sight
| Title | Text | Position |
|---|---|---|
| Manufacturer / Brand | LAMLA OPTICS | Side |
| Model Name / Number | LRD-01 | Side |
| Optic Type | 1X / 3.5 MOA | Side / Bottom |
| Serial Number | LOA019624 | Bottom / Side |
| Country / Factory | MADE IN LAMLA | Bottom |
| Proof / Inspection Mark | QC-17 | Bottom |
| Adjustment – Elevation | UP ↑ | Elevation Dial |
| Adjustment – Windage | R → | Windage Dial |
| Brightness | BRT+ / BRT− — increase / decrease reticle brightness. Owner-authorized product copy 2026-09-20. | Control Buttons |
| Part / Lot Number | P/N 76155010 | Bottom |
LS9-01 — Suppressor
| Title | Text | Position |
|---|---|---|
| Manufacturer / Brand | LAMLA ARMS | Main Body |
| Model Name / Number | LS9-01 | Main Body |
| Caliber | 9x19mm | Main Body |
| Serial Number | LSA024817 | Rear / Main Body |
| Country / Factory | MADE IN LAMLA | Main Body |
| Warning Text | CAUTION – HOT SURFACE | Main Body |
| Proof / Inspection Mark | QC-24 | Rear |
| Part / Lot Number | P/N 71556620 | Rear |
| Lot Number | LOT 26G17 | Rear |
LTL-100 — Flashlight + Laser
| Title | Text | Position |
|---|---|---|
| Manufacturer / Brand | LAMLA TACTICAL | Main Body |
| Model Name / Number | LTL-100 | Side |
| Product Type | WEAPONLIGHT / LASER | Side / Bottom |
| Serial Number | LTA017392 | Bottom |
| Country / Factory | MADE IN LAMLA | Bottom |
| Laser Warning | LASER RADIATION | Laser Module |
| Laser Classification | CLASS 2 LASER PRODUCT | Laser Module |
| Light Selector | LIGHT / OFF / LASER | Selector |
| Proof / Inspection Mark | QC-08 | Bottom |
| Part Number | P/N 71850400 | Bottom |
| Lot Number | LOT 26F08 | Bottom |
Revision — 2026-09-22: owner asked to cut Item Details 3D inspect brightness by 50%; key/fill/wrap intensities on ALambeerItemPreviewActor are halved. Closed-Editor native rebuild, widget compile/save and non-PIE HUD 39/39 passed; owner PIE pending. Revision — 2026-09-22: Item Details 3D inspect adds mouse-wheel zoom over the preview and wrap lighting from every side on ALambeerItemPreviewActor. Closed-Editor native rebuild, widget compile/save and non-PIE HUD 39/39 passed; owner PIE pending. Revision — 2026-09-21: Item Details 3D inspect no longer auto-rotates. It starts facing screen-left (InspectPreviewStartYaw default -90, overridable on DA_Item_*) and the player drags the preview to orbit. Closed-Editor native rebuild, widget compile/save and non-PIE HUD 39/39 passed; owner PIE pending. Revision — 2026-09-21: owner PIE reported Details drag-unequip passed and first hover+E unequip passed, but the 3D inspect showed no model and E failed after clicking elsewhere then hovering again. Source follow-through matches portrait capture settings and routes E through the inventory Slate preprocessor. Closed-Editor native rebuild, WBP_Inventory/WBP_InventorySlot compile/save and non-PIE HUD 39/39 passed; owner PIE retest pending. Revision — 2026-09-21: Item Details inspect is a live SceneCapture of the physical item plus installed attachment meshes, using InspectPreviewRelative for framing. Installed Details slots still drag onto inventory cells to unequip; dragging onto Drop or releasing outside Inventory chrome world-drops the attachment; hover+E unequips into inventory when CanFit succeeds. Closed-Editor native rebuild, WBP_Inventory/WBP_InventorySlot compile/save and non-PIE HUD 39/39 passed; owner PIE pending. Revision — 2026-09-21: Item Details is a draggable floating window and its attachment entries are real item slots; physical player hosts support compatible Inventory/held install drops and installed-slot removal back to Inventory, while UseQuick/loot projections remain read-only. Native build and non-PIE HUD 38/38 passed; owner PIE pending. Revision — 2026-09-21: owner reported inventory UI drag-install of a non-magazine attachment onto L1810 passed. Remaining owner PIE: remove, attachment meshes, laser/light, jam, persistence. Revision — 2026-09-21: owner cancelled the non-magazine attachment install/remove delay; drag-install is instant. Magazine install/remove stays 3 s; repair/salvage stays 10 s. Revision — 2026-09-21: emptied the leftover deprecated IMC_Default Mappings array (engine property remains); live keys stay on DefaultKeyMappings (T toggle, Ctrl+T cycle). Owner-authored SightAttachment / MuzzleAttachment / TacticalAttachment on SKM_L1810 are bound on LRD-01 / LS9-01 / LTL-100. Revision — 2026-09-20: MCP created and saved DA_Item_LRD01 / DA_Item_LS901 / DA_Item_LTL100 and extended DA_Item_L1810 CompatibleItemIds; a closed-Editor LambeerEditor Win64 Development build succeeded and all 50 Lambeer.* automation tests passed. Revision — 2026-09-20: P11 source added L1810 field attach/remove, replicated attachment meshes and laser/light presentation, jam-before-consume, CompatibleItemIds-only ammo, Head/Loop/Tail planner helpers, and persistence of installed attachments. Repair-kit ItemId remains TBD-8EF6FAED; workbench CommonUI remains UI-SYS-006. Revision — 2026-09-20: owner resolved field repair, salvage yield, overflow drop, parts-only 15%, magazine CompatibleItemIds, tactical-device inputs, jam chance, and LRD-01 brightness copy. Repair-kit ItemId/recipe and remaining attachment catalog stay open. Revision — 2026-09-08: recorded the owner-supplied L1810 compatibility and all four product-marking tables. The pistol proof mark remains a linked reference.
Workbench & magazine planner UI — [CONFIRMED]
FEAT-HUD-UI defines the three-column workbench with a central weapon view and attachment points. Default magazine loading follows drag order. Advanced planning divides the firing sequence into Head (fires first), repeating Loop, and Tail (fires last); the Loop fills remaining middle capacity and may stop mid-pattern when capacity is not divisible by pattern length.