After that add a socket with the name S_Aim (this is the default name, set it to what you want in the firearm) where you want to aim and you are finished. If you want to add a sight to aim with all you have to do is add a static or skeletal mesh component to the firearm and give it the component tag FPSAnim. I provide a firearm base class which holds all of the needed information and customization required. For example if you want to lean left/right, you call LeanLeft and LeanRight from the character component and the system takes care of it for you with full replication. The character component acts as an interface for the system. To set it up all you have to do is call the Init function in BeginPlay and the system is ready to go. Provided is a character component which you simply add to your character. This function takes in a multiplier so you scale up/down your recoil effortlessly based on your stance such as standing/crouching/prone. To perform recoil you call PerformProceduralRecoil on the firearm or animbp. Then it has a series of variables so you can get a random result with each shot that is unique per firearm. Recoil is controlled through two graphs, one for the location and one for the rotation of each shot. Every procedural aspect of this system is customizable through either graphs, variables, or both. I provide examples for everything required which is an example firearm, character, and animation blueprint which can easily be retargeted to your own character. The system is written in C++ with everything exposed to blueprint to give you ease of use with blueprint while being more performant than the competitions. The goal is to take a lot of the difficulty out of the animation process and bring you a smooth system that handles most of the common animations procedurally, while also being fully replicated for multiplayer use. This plugin is designed to be completely character independent so you can use your own characters with the system.
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