
Descripción
📄 Documentation:[中文] | [English]
🎮 DEMO:[DEMO]
🎬 Videos:[Trailer] | [Custom Bow Tutorial] | [GASP Integration Tutorial] | [Bilibili]
💬 Community:[Discord] | [QQ: 793132509]
Update 1.1.3
Added a feature to cancel shooting
Fixed an issue where the number of arrows on the character’s back did not match the actual arrow count
Fixed an issue where an arrow would be fired if the bow was unequipped while drawing
Fixed Control Rig mismatches across different bow and arrow models
Fixed issues caused by unequipping during rapid-fire mode
Fixed an issue where arrows would be reclaimed while in the drawing state when UseBowAnimation = False
Update 1.1.2
Added the ability to switch bow types at runtime
Added the Uninitialize function
Update 1.1.1 :
Fixed the arrow’s position jitter issue when quickly drawing and releasing the bow.
Removed the dependency on Character and established dependencies by registering the Mesh.
Modified the bow model to make the top and bottom ends of the bow more distinguishable.
Fixed an issue where, when drawing the bow to its limit, the release animation sometimes played but the arrow was not shot.
Fixed the position offset issue when aiming for the first time.
Ultimate Bow System is a fully featured and highly customizable bow-and-arrow combat framework. It covers everything from character animations, bow animations, charging, predictive shooting, quick shots, procedural controls, to partial network replication.
The system includes Bow Control Rig, allowing you to freely choose between procedural bow animation or a fully authored bow animation set.
✨ Key Features
🎬 20 Bow & Character Animations Included
Covers the full workflow: Aim, Idle, Charge, Shoot, Equip, Unequip.
🏹 Procedural Bow Animation & Custom Bow Animation
Choose between:
Procedural Bow Animation
Automatic bow bending
Automatic string pull
Auto-adjusted arrow direction
Custom Bow Animation
Create full handcrafted bow animations using the included Bow Control Rig
⚡ Complete Shooting Pipeline
Charging with maximum charge limit
Minimum charge threshold
Quick shot (fire immediately on click)
Charge cancel
Arrow-depleted state transition
Shooting cooldown management
🧰 Fully Data-Driven System
Configure everything through BP_BowDataAsset:
Models (bow, arrow, quiver)
Animations (bow animations, character animations)
Socket names (hand, back, quiver, etc.)
Bowstring force, max stretch length, bow bending curve
Prediction line effects
Arrow class, speed, gravity, launch parameters
📈 Predictive Shooting
Predicts trajectory based on camera center
Procedurally determines arrow launch direction
Optional prediction line (Niagara/VFX supported)
🎯 Procedural AimOffset
Automatically rotates the character’s upper body toward the aim direction, fully compatible with UE’s default humanoid skeleton.
👥 Replication(Experimental)
Basic replication included; network-focused projects may require additional logic
Dedicated Server setups require adjusting SkeletalMesh Tick settings (explained in the documentation)


















