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It's a pump action shotgun (12ga). Weapon has a modular structure and consists of separate meshes: body (static & skeletal), stock (static & skeletal), iron sights (static & skeletal), Picatinny rail (static) for parts permutability with our packs. Materials: black, desert, winter, woodland hex camo, supports scratch intensity, color, camo colors, metallic parameters. Each arms animation take has 3 versions depended on left hand position (handguard, angled grip, folding grip).
Weapon Meshes:
Shotgun
Stock
Iron sight front
Iron sight rear
Picatinny rail
Bullet shell
Caliber
Caliber box opened
Caliber box closed
Animations:
Arms:
A pose
Aim in spring
Aim out spring
Pump action
Check ammo
Check chamber
Check magazine
Equip
Equip pump action
Fire
Fire pump action
Fire aim
Fire aim pump action
Fire empty layered
Holster
Idle loop
Idle loop aim
Inspect
Interact
Jog loop
Jog start
Jog stop (by jog loop hand position - left, middle, right)
Jog to jump (by jog loop hand position - left, middle, right)
Jump landed
Jump loop
Jump start
Jump to jog
Load caliber to chamber
Pick
Reload start
Reload start with load caliber to chamber
Reload loop single caliber
Reload loop double caliber
Reload stop empty
Reload stop loaded
Sprint loop
Sprint to jump (by sprint loop hand position - left, middle, right)
T pose
Walk loop
Walk loop aim
Shotgun:
Ammo empty pose
Check ammo
Check chamber
Equip
Equip pump action
Fire
Fire pump action
Fire empty layered
Holster
Load chamber
Pump action
Reload start
Reload start with load caliber to chamber
Reload loop single caliber
Reload loop double caliber
Reload stop empty
Reload stop loaded
Unlocked pose
Iron Sights:
Sight collapsed pose
Stock:
Buffer collapsed pose
Cheek collapsed pose
Rifle case animations:
Open
Opened pose
Close
Particle Effects:
Muzzle flash
Muzzle smoke
Bolt gas
Sound Effects:
Bolt pull empty
Bolt pull loaded
Bolt pull half motion
Bolt release empty
Bolt release loaded
Bolt release half motion
Bullet shell drop on concrete (5 variations)
Caliber insert (4 variations)
Load caliber to chamber (3 variations)
Safety on
Safety off
Shot empty cocked
Shot wet (5 variations)
Trigger push
Case open
Case close
Environment Props:
Ammo box full, container & cover
Shotgun case
Carton box
Pallet
Project setup
1) Set in project settings "Near Clip Plane" to 2.0 and restart engine.
2) For projects before UE 5.1 should bind axis mappings in project settings similar to official FPS template:
Turn (UE4), Turn Right / Left Mouse (UE5): MouseX (Scale: 1.0)
LookUp (UE4), Look Up / Down Mouse (UE5): MouseY (Scale: -1.0)
MoveForward (UE4), Move Forward / Backward (UE5): W (Scale: 1.0), S (Scale: -1.0)
MoveRight (UE4), Move Right / Left (UE5): D (Scale: 1.0), A (Scale :-1.0)
Retargeting
For best animation retargeting results to UE4 Mannequin follow this steps:
1) Go to UE4 Mannequin’s (target) skeleton hierarchy, click “Options” (top left), check “Show Retargeting Options”. All bones should be set to “Skeleton”, except ik_hand_root, ik_hand_gun, ik_hand_l, ik_hand_r – set them to “Animation”. Read more about this operation at UE Docs.
2) lowerarm_twist_01_<side> are keyframe animated to 100% of hand_<side> non gimbal locked roll rotation. To avoid improper lowerarm deformations for target skeleton:
Simple - remove them from humanoid rig for target skeleton before retargeting.
Advanced - create virtual bones which copy location/rotation of lowerarm twists at target skeleton hierarchy and assign them in humanoid rig to source skeleton lowerarm twists. After retargeting it will be possible to use this virtual bones as roll source for manipulating lowerarm twists inside AnimBP (with “Apply percentage of rotation” node). For custom character meshes with corrective blendshapes driving twists manually will be more suitable (via “Twist corrective” or “Pose driver” nodes).
Changelog
2.0.6 - June 19, 2025
Support for UE 5.6
2.0.5 - November 22, 2022
Support for UE 5.1
Input axes config migrated to Enhanced Input
2.0.4 - April 10, 2022
The names of the input axis events (for UE5) are matched to the new FPS template
2.0.3 - April 7, 2022
Support for UE 5.0
Drop support of UE 4.20, 4.21
2.0.2 - October 14, 2021
Added procedural arch trajectory and spring for aiming transition.
Added smooth transitions for camera shakes.
Fixed extra push when jog/sprint stopping with inertia.
Fixed bug when start jogging after aiming out.
Blueprints refactored.
2.0.1 - August 22, 2021
Support for UE 4.27.
2.0.0 - August 3, 2021
Weapon & parts downscaled to match real world.
Arms design changed, now supports retargeting from/to Epic skeleton directly from A pose.
Animations redone and added new.
Sounds redone and added new.
Content related demo blueprints changes.
1.0.0
Initial release
Support & communication
For quick answer responses or help with product, please use email - write us to [email protected]
























