
Description
Please read the description carefully before purchasing this project.
These are not just weapon models, the project contains all the necessary animations and logic to create your game.
Nine skeletal weapon meshes, multiple holo sights, laser/flashlight, compensator, and suppressor.
Due to customization, you can get different views of weapons.
In addition, there are different firing modes. You can also customize the accuracy of the weapon.
This project uses a material layering system, so you can give your weapon a different look with different patterns. You can also change only a tint.
Raindrops appearing on weapons, procedural walking, character crouching, sliding, weapon deflection when the character approaches an object,
grenades: fragmentation, flashbang, and smoke, explosions, blinding, and concussion effects. Bullet projectiles are subject to gravity and do not fly off into infinity.
The enemy damage system depends on the hit to the body parts. For example, a hit to the head leads to the death of the enemy with fewer hits than to the arm or leg.
PRESENTATION (UE5)
Introduction to the CGr UE5 update project
This pack includes projects:
This pack already includes a discount, so if you are familiar with my CGr projects and would like to purchase more weapons from my collection, this pack is a great deal. But if you are not familiar with my projects, I recommend buying any weapon from the CGr projects I offer before purchasing this weapon pack. Try to figure it out, and if you are satisfied with everything, and you still want to purchase my weapon collection, then choose this Weapon Pack.
Project "CG" stands for Customizable Guns. "r" is a remaster.
You have the main body of the weapon, which is represented by the skeletal mesh, and a variety of attachments that can completely change the look of the weapon.
Variability allows you to make weapons either classic or modern. Also (for some) short, regular, or long. Thus, we get a kind of constructor from which we can assemble different variants of the same type of weapon.
How to combine CGr projects If you want to combine with new projects. The video was recorded for an old version and has several differences. For example, in all animation blueprints (except FaLMG), "cast to" is replaced with interfaces.
In versions UE5.5 and possibly higher, there will probably be freezes and disappearance of the material.
The solution is simple (watch this video) - you need to reduce the resolution of all textures (for example, 4096x4096 to 2048x2048, and some 2048x2048 to 1024x1024). P.S. Projects updated, lower resolution textures uploaded. High-resolution textures are placed in the appropriate folder.
If your image has shifted to the right (watch this video)
If Ragdoll is sliding on the floor (watch this video)
This project uses procedural aiming.
This project uses procedural recoil.
The project has been updated. The update only affected versions of the UE5 engine.
All animations have been retargeted for the UE5 Manny. Animations have been adjusted for this mannequin.
The project is now True FPS, meaning the character's Blueprint includes the entire mannequin, not just its arms.
Because Manny's animblueprint is split into upper and lower body parts, the "ik_hand_gun" bone is no longer used in animations, but is still needed for procedural aiming.
In this regard, the animations used in the project have changed (but the analogue of the old animations, where the "ik_hand_gun" bone is animated,
remained and were placed in the "Legacy" folder). In the new animations, the old analogues were replaced with "GunMainBoneMove", where the "Main" bone of the weapon is animated,
and the weapon itself remains attached to the socket of the right hand. But in some projects, such as "SAShotgun" and "BASnpR", during the playback of some animations,
the weapon is dynamically attached to the socket on the left hand (the socket for the left hand is necessary in these projects!).
In connection with the innovations, the Data Table was changed.
The project was conceived not as a complete one, but as an asset pack. So that developers can use animation and weapon models, and maybe some logic in a more advanced project.
The blueprints for this project are configured for presentation only. But advanced developers can improve it. For beginners, this project may seem complicated.
For those who decide to understand this project, you need to pay attention to custom collision presets in the project settings and notifications in animation montages. All changes for different types of weapons must be made in the "DT_Weapon_DataTable". For your convenience, I have moved some variables from the Data Table to the weapon blueprints. This way, you can change the variables and see the changes in real time. You can find them in the weapon blueprint in the construction script.
In the directory "BONUS", there are animations not implemented in the project, such as "Weapon Block Idle Animations" and "Movements".
Important Note: The weapon in my project is located on the X-axis.
If you want the Y-axis, this is solved very simply - you just export the weapon model, then import it back, but with a rotation of -90 degrees on the Z-axis. You will have to do the same with the weapon animation, or manually rotate the weapon by -90 degrees in each animation, and set the key.








