FPS Procedural Animation is a system that automatically generates FPS animations. It consists of Procedural Components, Animation Blueprint, and Character.
BPC_FPA_ProceduralAnimation Component
This is the core class for this project. This component performs all FPS procedural related calculations. PoseOffset, Idle, Locomotion, Recoil, Jump, AimSpineWieghts, Lean, Sway, Lag
It provides functions for PoseOffset, Idle, Locomotion, Recoil, Jump, AimSpineWeights, Lean, Sway, and Lag.
This component can be used by attaching it to a character.
This component provides a number of custom functions that can be used by FPS characters.
DataAsset_AllAnimData
This data asset manages all procedural animation data.
You can edit the data values in this file.
Pose Editor
You can create and modify BASE(IDLE), SPRINT, CROUCH, UNEQUIP, and ADS poses. To create an ADS pose, you must add a SIGHT SOCKET to the weapon.
ADS
ADS poses can be created using the pose eidtor.
Recoil
You can set the value randomly with a minimum and maximum value.
Idle
You can create IDLE animations with a curve base.
Locomotion
This too can be animated with a curve base, and additionally adds force to the step timing.
Jump, Land, Fall
You can create animations by adding force when jumping, landing, and in the air.
Sway And Lag
Sway is the animation effect when the camera is rotated and Lag is the animation effect when the character is moving.
Aiming
Lean
You can rotate the character spine left and right.
Pose Offsets
Base, Sprint, Crouch, Block, Unequip, ADS
You can set an offset value for each pose.
Animation Blueprint
We can use the FPS Procedural Animation blueprint Layer by linking it to our Character Animation Blueprint.
Character Animation Bluepirnt
Procedural Animation Blueprint Layer and Animation Blueprint Interface
Character
BP_ FPA_BaseCharacter has basic functionality. BP_ FPA_Character_FullBody inherits from BP_FPA_BaseCharacter and has additional FullBody-specific functionality.