-Procedural ADS aligning
-No ADS anims required
-Gun assembly system with rails, parts onto parts, collision detection, etc
-Procedural IKs for arms
-True 1st person/3rd person
-Character with no invisible or separated parts (only one mesh)
-Only one set of anims for all views
-Reload while aiming and reload not aiming with only one anim sequence
-Fire while aiming and fire not aiming with only one anim sequence
-Replicated
-Configurable recoil, spread, dynamic crosshair, projectile or line-trace fire, etc
-Fire modes logic: Safe, Semi-Auto, Burst and Auto modes
-Loaded/unloaded reloads
Read More Technical Details
Features:
-30 Blueprints
2 Skeletal Meshes (LODs:0):
-Main rifle mesh (receiver, grip, stock and barrel. Other parts are modeled as separated meshes). Triangles: 9,292. Vertices: 9,946
-Rear flippable iron sight. Triangles: 816. Vertices: 882
11 Static Meshes (LODs:0):
-Optics dot sight, Front iron sight, Magazine, Muzzle break, Handguard, Silencer, DemoCantedRail, DemoPistol, DemoOptic, DemoSilencer, DemoOptic
-Triangles: between 12- 3990; Vertices: between 24 - 4015
Master Materials: 9
Material Instances: 31
Textures: 28
-Main Gun Mesh: 4096x4096
Attachments:
-Sizes from 512x512 to 2048x2048 depending on the attachment
Animation Sequences:
-1st person SK_Mannequin_Arms: 15 (8 for the example rifle and 7 for the example pistol)
Input: Mouse/Keyboard
Network Replicated: Yes
Supported Development Platforms: Tested only on Windows Desktop
Supported Target Build Platforms: Windows Desktop
Important/Additional Notes:
-Made for the Epic's SK_Mannequin skeleton. Other skeletons can work if they are compatible
-Gun must be attached to any socket in the HAND_R bone
-Camera must be within reach of the arms for the sights alignment to work
-Doesn't include sounds
-Doesn't include health system