Overview
In this page we will cover the basics of the FPS Animation Pack.
Last updated
In this page we will cover the basics of the FPS Animation Pack.
Last updated
All the plugin's content (animations, weapons, sounds, and Blueprints) is located in the "Plugins" folder:
If you don't see the "Plugins" directory, make sure to adjust the content filters:
The FPS Animation Pack consists of 8 main directories:
Let's break down each folder to determine what content you can find there.
This folder contains camera, character, and weapon animations, including Animation Blueprints. You will character animations for both UE4 and UE5 skeletons:
The main Animation Blueprint in the FPS Animation Pack is the ABP_Viewmodel. The package uses a modular structure, so the main blueprint consists of these parts:
ABP_IK_Pose controls IK offsets for arms and weapons.
ABP_IK_Ads controls procedural aiming.
ABP_IK_Animation controls procedural movement animations (e.g. idle, walking, sprinting).
ABP_Movement controls locomotion, such as idle, jump, or tactical sprint.
All animation blueprints are "atomic" - they do not depend on any components, and all their properties are fully exposed:
Tip: you can plug your custom parameters here.
You can find here gameplay logic, tools,and prepared weapon settings:
Here is what content you can find in each sub-folders:
Camera: Recoil Shakes presets for different weapon types.
Character: All blueprint types used in the project.
Modifiers: Animation Modifiers
Procedural: IK animations, like the "boop" motion when aiming.
Weapon: settings for each weapon, as well as main Blueprint types.
This directory contains all Input Actions, as well as Input Mapping Context used in the demo level.
This folder contains character and weapon meshes, as well as textures and materials. You can find here the custom FPS Arms and UE5 Mannequin Skeletons.
Here you can find content related to the Procedural Recoil Animation System - it generates firing animations using curves.
This folder contains all sound effects used in the package. This includes weapon-specific sounds, like firing and reloading, and general ones (e.g. walking, sprinting, jumping).
Here you can find the UI used by the Procedural Recoil Animation System to modify recoil parameters in runtime.
Here you can find a templated Niagara System, used for the empty casings effect when firing. You will also find presets for different weapons: