🤠Introduction
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 provides a number of custom functions that can be used by FPS characters.

DataAsset_AllAnimData
This data asset manages all procedural animation data.


Pose Editor

ADS

Recoil

Idle

Locomotion

Jump, Land, Fall

Sway And Lag

Aiming

Lean

Pose Offsets
Base, Sprint, Crouch, Block, Unequip, ADS

Animation Blueprint
We can use the FPS Procedural Animation blueprint Layer by linking it to our Character Animation Blueprint.


Character
BP_ FPA_BaseCharacter has basic functionality. BP_ FPA_Character_FullBody inherits from BP_FPA_BaseCharacter and has additional FullBody-specific functionality.

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