β»οΈWeapon Collision
Overview
Weapon Collision is used to avoid weapon clipping with obstacles in the game world.

Pitch Input is the vertical or look-up input value in range [-90;90].
Primary Pose/Secondary Pose are applied depending on the Pitch Input value. If it's greater than zero, Primary pose will be used β Secondary otherwise.
Target Space defines the space to apply the collision in. It is recommended to have this set to "Component".
Interp Speed is the smoothing speed. If set to zero, no smoothing will be applied.
Layer Mask defines What collision layers to include during a raycast.
Start Offset is the forward ray origin offset.
Weapon Length is the trace length. It's possible to bind a custom value from a player or weapon component to support different types of weapons.
Trace Radius is a sphere trace radius.
Use-cases
This modifier is used to avoid collisions with obstacles. It's usually placed after the Look and after the IK modifiers:

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