Types
In this page we will cover basic utility types used in the pack.
Last updated
In this page we will cover basic utility types used in the pack.
Last updated
This struct contains properties that modify first-person view:
Pivot Offset: weapon model local offset.
Pose Offset: FTransform offset of character arms in component/mesh space.
Right/Left Hand Offset: right/left hand translation in weapon space.
Left Clavicle Offset: left clavicle translation offset; used to compensate large forward offsets, when the left arm appears stretched.
This struct represents what animations will be used for this viewmodel. It is used for both weapon and character animations:
Primary Reload: empty or reload start animation.
Secondary Reload: tactical or loop reload animation.
Additional Reload: end or less (for MGX5) reload animation.
Equip: weapon equip animation.
UnEquip: weapon unequip animation.
Action: any action animation.
Fire: firing animation.
Fire Out: firing animation played when out of ammo; this montage should not blend out automatically.
Tip: because the project features different types of weapons (e.g manually reload or machine guns), this sturct includes properties for all possible use-cases.
This data asset represents settings for the active first-person view:
Viewmodel Pose: offsets for this viewmodel Viewmodel Pose.
Pose: a static base pose; used for layering and aiming.
Character Anims: list of character animations for this viewmodel Viewmodel Animations.
This data asset defines settings for the empty casing effect.
Casing Mesh: desired casing's Static Mesh.
Mesh Forward Axis: useful when a mesh has a different orientation.
Max/Min Velocity: max/min initial velocity vector.
Max/Min Rotation Velocity: max/min initial angular speed.