It varies per weapon. A lot of our weapons don't use effective range curves at all, and these just lerp between the minimum and maximum percentages over the distance. Weapons with effective range curves aren't calculated with a formula, but instead use Unreal's curve system to physically draw points on a graph. We define an X/Y point and a tangent, and Unreal stitches them together to make a curve. For the most part we use flat tangents (they're normalised, so we don't specify any weighting), s
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