




Number of Unique Meshes: 31 SKM, 68 SM
Vertex Count: 267 – 15860
Collision: (Yes, custom)
LODs: (Yes)
Number of LODs: (4 – 6)
Rigged: (Yes)
Rigged to Epic or MetaHumans Skeleton: (Yes, Mannequin UE5)
If rigged to the Epic or MetaHumans skeleton, IK bones are included: (Yes)
Number of Characters: 1
Vertex Counts of Characters: (11448 – 25632)
Animated: (Yes)
Number of Animations: Character has 282 unique Animations and many more variations.
Weapon has 58 unique animations for each type (Fire, Fire ADS, Reload, Full Reload, etc.)
Animation Types (Fire, Aim Down Sight, Idle, Reload, Full Reload, Run, Sprint, Jump, Walk, etc.):
Number of Materials: 25
Number of Material Instances: 128
Number of Textures: 440
Texture Resolutions: (64×64 – 4096×4096)
Supported Development Platforms: Windows: (Yes),
Mac: (No)
Documentation Link: Documentation
Important/Additional Notes: This pack consists of three variations of skeletal meshes of weapons – combined with ammo, combined with ammo and with speedloader, and a separate one.
独特网格数量:31 SKM,68 SM
顶点数:267 – 15860
碰撞:(是,自定义)
LOD:(是)
LOD 数量:(4 – 6)
绑定:(是)
绑定到 Epic 或MetaHumans 骨骼:(是,Mannequin UE5)
如果绑定到 Epic 或 MetaHumans 骨骼,则包括 IK 骨骼:(是)
角色数量:1
角色顶点数:(11448 – 25632)
动画:(是)
动画数量:角色有282 种独特的动画和更多变化。
武器每种类型都有 58 种独特的动画(开火、开火 ADS、重新装弹、完全重新装弹等)
动画类型(开火、瞄准瞄准、空闲、重新装弹、完全重新装弹、奔跑、冲刺、跳跃、行走等):
材质数量:25
材质实例数量: 128
纹理数量:440
纹理分辨率:(64×64 – 4096×4096)
支持的开发平台:Windows:(是),
Mac:(否)
文档链接:文档
重要/附加说明:该包包含武器骨架网格物体的三种变体 – 与弹药结合、与弹药结合以及与speedloader 和一个单独的。
Please read the description carefully before purchasing this project.
This is not just a weapon model; the project contains all the necessary animations and logic to create your game.
One customizable revolver, multiple holo sights, laser/flashlight, compensator, suppressor.
Due to customization, you can get different views of weapons.
You can also customize the accuracy of the weapon.
This project uses a material layering system so that you can give your weapon a different look with different patterns. You can also change only a tint.
The material is configured to make raindrops appear on weapons by changing the alpha value.
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.
PREVIEW (UE5)
PRESENTATION (UE5)
Introduction to the CGr UE5 update project
How to combine CGr 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 disappearances of the material.
The solution is simple (watch this video): You need to reduce the resolution of all textures (for example, from 4096×4096 to 2048×2048, and some 2048×2048 to 1024×1024).
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.
Project “CG” stands for Customizable Guns. “r” is a remaster.
The project allows you to make your weapon different in appearance by changing the length of the barrel.
You have the main body of the weapon, which is represented by the skeletal mesh, and three barrels that can completely change the look of the weapon.
Variability allows you to make weapons short, mid, or long. Thus, you get a kind of constructor from which you can assemble different variants of the same type of weapon.
The project’s skeletal mesh is available in three versions: combined with ammo, combined with ammo and a speedloader, and separated from both.
This is designed to meet the varying needs of customers. Choose the one that suits you best. Weapon blueprints are also compiled for combined and separated mesh options.
In addition to the variability of the weapon’s appearance, you have four types of weapon holding: normal, with the left hand gripped by the front vertical grip, with the left hand gripped by the front angled grip, and holding the gun with one right hand.
The project was developed using the Unreal Engine 5 (UE5) engine. All animations are based on the UE5 mannequin. The project no longer supports Unreal Engine 4 (UE4). The project no longer contains animations for the UE4 mannequin.
The project is 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; however, it is still required for procedural aiming.
In this regard, the animations used, “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 does not contain SAShotgun and PAShotgun’s reloading logic. If you want to combine this project with those shotguns, I have created shotgun components (watch this video).
All you need to do is import the “SAShotgunReloadComponent” and “PAShotgunReloadComponent” and connect the functions from them.
The components contain all the necessary logic for reloading these shotguns.
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.
As a bonus, the project has an animation of a frag grenade throw and an animation of a stun grenade throw.
As well as animation of weapon jamming.
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.
购买此项目前请仔细阅读说明。
这不仅仅是一个武器模型;它是一个武器模型。该项目包含创建游戏所需的所有动画和逻辑。
一把可定制的左轮手枪、多个全息瞄准镜、激光/手电筒、补偿器、抑制器。
由于定制,你可以获得不同的武器视图。
您还可以自定义武器的精度。
该项目使用材质分层系统,以便您可以通过不同的图案为您的武器赋予不同的外观。您也可以仅更改色调。
该材质被配置为通过更改 Alpha 值使雨滴出现在武器上。
武器上出现雨滴、程序行走、角色蹲伏、滑动、角色接近物体时的武器偏转、
手榴弹:碎片、闪光弹和烟雾、爆炸、致盲和震荡效果。子弹射弹受重力影响,不会飞向无限远。
敌人的伤害系统取决于对身体部位的击中。例如,击中头部会导致敌人死亡,击中敌人的次数少于击中手臂或腿部的次数。
预览 (UE5)
演示 (UE5)
如何组合 CGr 项目。 该视频是为旧版本录制的,有一些差异。例如,在所有动画蓝图中(FaLMG除外),“cast to”都被界面取代。
在UE5.5及可能更高的版本中,可能会出现材质冻结和消失的情况。
解决方案很简单(观看此视频):您需要降低所有纹理的分辨率(例如,从 4096×4096 降低到 2048×2048,有些 2048×2048 降低到 1024×1024)。
P.S.项目已更新,上传的分辨率较低。高分辨率纹理放置在适当的文件夹中。
如果您的图像向右移动(观看此视频)
如果布娃娃在地板上滑动(观看此视频)
此项目使用程序瞄准。
本教程展示了如何在我的项目中粗略地(略有差异)实现程序瞄准。
该项目使用程序后坐力。
本教程展示了程序后坐力是如何在我的项目中大致(略有差异)实现的。
项目“CG”代表可定制枪支。 “r”是重制版。
该项目允许您通过改变枪管的长度来使您的武器具有不同的外观。
您拥有由骨架网格物体表示的武器主体,以及三个可以完全改变武器外观的枪管。
可变性允许你将武器制作为短、中或长。因此,您将获得一种构造函数,您可以从中组装同一类型武器的不同变体。
该项目的骨架网格物体有三个版本:与弹药组合、与弹药和快速装弹器组合以及与两者分离。
这是为了满足客户的不同需求而设计的。选择最适合您的一款。武器蓝图还针对组合和分离的网格选项进行了编译。
除了武器外观的可变性之外,您还有四种武器握持方式:正常、左手由前垂直握把握持、左手由前角握把握持以及用一只右手握枪。
该项目是使用虚幻引擎 5 (UE5) 引擎开发的。所有动画均基于 UE5 模型。该项目不再支持虚幻引擎 4 (UE4)。该项目不再包含 UE4 人体模型的动画。
该项目是 True FPS,这意味着角色的蓝图包括整个人体模型,而不仅仅是手臂。
由于 Manny 的动画蓝图分为上半身和下半身部分,因此动画中不再使用“ik_hand_gun”骨骼;但是,程序瞄准仍然需要它。
在这方面,使用了“GunMainBoneMove”动画,其中武器的“主”骨骼进行了动画处理,并且武器本身仍然附着在右手的插槽上。但在某些项目中,例如“SAShotgun”和“BASnpR”,在播放某些动画时,武器会动态附加到左手的插槽上(这些项目中左手的插槽是必需的!)。
结合创新,更改了数据表。
该项目不包含 SAShotgun 和 PAShotgun 的重新加载逻辑。如果您想将此项目与那些霰弹枪结合起来,我已经创建了霰弹枪组件(观看此视频)。
您所需要做的就是导入“SAShotgunReloadComponent”和“PAShotgunReloadComponent”并连接其中的函数。
这些组件包含重新加载这些霰弹枪所需的所有逻辑。
该项目并不是一个完整的项目,而是一个资产包。这样开发人员就可以使用动画和武器模型,也许还可以在更高级的项目中使用一些逻辑。
此项目的蓝图仅用于演示。但高级开发人员可以改进它。对于初学者来说,这个项目可能看起来很复杂。
对于那些决定了解这个项目的人来说,您需要注意项目设置中的自定义碰撞预设和动画蒙太奇中的通知。
不同类型武器的所有更改都必须在“DT_Weapon_DataTable”中进行。为了您的方便,我已将一些变量从数据表移至武器蓝图。
这样,您可以更改变量并实时查看变化。您可以在构建脚本的武器蓝图中找到它们。
作为奖励,该项目有投掷破片手榴弹的动画和投掷眩晕手榴弹的动画。
以及武器干扰的动画。
在“BONUS”目录中,有项目中未实现的动画,例如“武器块空闲动画”和“移动”。
重要说明:我的项目中的武器位于 X 轴。
如果您想要 Y 轴,解决起来非常简单 – 您只需导出武器模型,然后将其导入回来,但在 Z 轴上旋转 90 度。
您必须对武器动画执行相同的操作,或者在每个动画中手动将武器旋转 90 度,然后设置关键点。

评论(0)