Features:

  •  One handgun with 3 different fire modes, and attachments.

  •  Character Animation Blueprint for the basic display of Animation.

  •  Materials and some sound setup.

Number of Meshes: 17 ( 1 weapon SK, 1 box SK, and 15 SM).

Collision: Yes. Custom.

Vertex Count: 137 – 33825 vertices per mesh.

LODs: Yes.

Animations: FP character has more than 50 Animations (Fire, Aim Down Sight, Idle, Reload, Full Reload, Run, Sprint, Jump, Walk, etc.)

The weapon has 19 Animations (Fire, Fire ADS, Reload, Full Reload, etc.)

Number of Materials and Material Instances: 3 Material layers, 3 Master materials, 2 Post-process materials, 8 Material instances, 13 Material instances variations.

Number of Textures: 53 textures, 20 reticles, 23 patterns.

Texture Resolutions: 2048×2048, 1024×1024, 512×512, 256×256, 200×200, 64×64.

Supported Development Platforms: Windows

Documentation: https://drive.google.com/file/d/171yLc0EgwKNjiE7NF8S8QW_K8Uc_svw-/view?usp=sharing

Important: All updates, including r24, start with engine version UE4.25.

特征:

  •  一支手枪有3种不同的射击模式和附件。

  •  角色动画蓝图,用于动画的基本显示。

  •  材料和一些声音设置。

网格数: 17(1武器SK,1箱SK和15SM)。

碰撞: 是的. 风俗习惯。

顶点计数: 每个网格137-33825个顶点。

Lod: 是的.

动画: Fp字符有 超过 50动画(火,瞄准瞄准瞄准,空闲,重新加载,完全重新加载,跑步,冲刺,跳跃,步行等。)

武器有19个动画(火,火广告,重新加载,完全重新加载等。)

材质和材质实例数: 3个材质层,3个主材质,2个后处理材质,8个材质实例,13个材质实例变体。

纹理数量: 53纹理,20网纹,23图案。

纹理分辨率: 2048×2048,1024×1024,512×512,256×256,200×200,64×64.

支持的开发平台: 窗户

文件: https://drive.google.com/file/d/171yLc0EgwKNjiE7NF8S8QW_K8Uc_svw-/view?usp=sharing

重要提示:所有更新(包括r24)均从引擎版本UE4.25开始。










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 Handgun has various mesh options – with a regular magazine, a drum magazine, a holo sight, a laser/flashlight, a compensator, and a suppressor. 

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.

Preview

Presentation r23 version.

Update r24

How to combine CGr projects The video was recorded for R23 and has several differences. For example, in all animation blueprints (except FaLMG), “cast to” is replaced with interfaces.

If you combine this project with the shotgun one, watch this video.

There may be a problem with the new material. But it is solved very simply. How to solve the issue with the material

This project uses procedural aiming.

This tutorial shows how procedural aiming is roughly (with slight differences) implemented in my project.

This project uses procedural recoil.

This tutorial shows how procedural recoil is roughly (with slight differences) implemented in my project.

Before purchasing the project, make sure your human skeletal mesh contains bones like “ik_hand_gun”, 

and “ik_hands” like an Epic’s mannequin. Since most of the animations of the project actively use them. 

Otherwise, the animations for your skeleton will not work correctly. 

The weapon in the project is snapped on the socket of the “ik_hand_gun” bone, and this bone is used in many animations.

The project has been updated (r24). This update has several differences from the R23 remaster. Owners of the R23 project should update it to R24 to combine the projects.

R24 is already the second remaster of CG projects.

R24 The main additions of this remaster are the appearance of raindrops on weapons, procedural walking, character crouching, sliding, gun deflection when the character approaches an object, grenades were added: frag, flashbang and smoke, explosion effects, blinding effects, and concussion. Projectiles of bullets are now subject to gravity and do not fly to infinity. A system of enemy damage was added depending on the hit to body parts. For example, a hit to the head leads to the enemy’s death with fewer hits than to the hand or foot.

In connection with the innovations, materials and the Data Table were changed.

The project does not contain the logic of shotguns. If you want to combine this project with shotguns, I have created shotgun components for this (in R24 projects). All you need to do is import “BPC_ShotgunComponent” to make your shotgun shoot. Connect the functions of this component in a special Graph in the Blueprint “BP_Weapon_Base”, or copy the connection from the shotguns project. This is enough for the “DBShotgun” project. For the “PAShotgun” and “SAShotgun” projects, you need to additionally import their components and connect the functions from them. The components contain all the necessary logic for reloading these shotguns.

This project differs from other projects of the CGr series in that it lacks a variety of sights. Due to this, the variable array static meshes of sights was removed from the Blueprint “BP_Weapon_Base”. Pickup Blueprints of sights not included in the project were also removed.

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”.

It is animated in the first person. The animation uses a UE4 mannequin.

If you decide to retarget from a UE4 mannequin to a UE5 one, then do it properly. Also, watch this video.

This tutorial is for retargeting hands and fingers.

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.

在购买此项目之前,请仔细阅读说明。

这不仅仅是一个武器模型,该项目包含所有必要的动画和逻辑来创建您的游戏。

一个手枪有各种网格选项-有一个普通杂志,一个鼓杂志,一个全息瞄准器,一个激光/手电筒,一个补偿器和一个抑制器。 

此外,还有不同的击发模式。 您还可以自定义武器的准确性。

这个项目使用了一个材料分层系统,所以你可以给你的武器一个不同的外观与不同的模式。 您也可以只更改色调。

预览

陈述报告 r23版本。

更新r24

如何结合CGr项目 该视频是为R23录制的,有几个不同之处。 例如,在所有动画蓝图(FaLMG除外)中,”cast to”被替换为接口。

如果您将此项目与shotgun one结合使用, 观看此视频.

新材料可能有问题。 但它解决得很简单。 如何解决材料的问题

本项目采用程序化瞄准。

本教程展示了如何在我的项目中大致实现程序化瞄准(略有差异)。

该项目使用程序反冲。

本教程展示了程序反冲是如何在我的项目中大致(略有差异)实现的。

在购买项目之前,请确保您的人体骨骼网格包含像”ik_hand_gun”这样的骨骼, 

和”ik_hands”就像史诗的人体模型。 由于项目的大部分动画都在积极使用它们。 

否则,骨架的动画将无法正常工作。 

项目中的武器被扣在”ik_hand_gun”骨骼的插槽上,这个骨骼在许多动画中都被使用。

该项目已更新(r24)。 此更新与R23remaster有几个不同之处。 R23项目的所有者应将其更新为R24以合并项目。

R24已经是CG项目的第二个remaster。

R24这个remaster的主要补充是武器上的雨滴外观,程序行走,角色蹲伏,滑动,枪偏转当角色接近物体时,增加了手榴弹:碎片,闪光和烟雾,爆炸效果,致盲效果和脑震荡。 子弹射弹现在受到重力作用,不会飞向无限远。 一个系统的敌人伤害增加取决于击中身体部位. 例如,击中头部会导致敌人死亡,击中的次数少于手或脚。

在创新方面,改变了材料和数据表。

该项目不包含猎枪的逻辑。 如果您想将此项目与霰弹枪相结合,我为此创建了shotgun组件(在R24项目中)。 所有你需要做的就是导入”BPC_ShotgunComponent”,使你的猎枪拍摄。 在蓝图”BP_Weapon_Base”中的特殊图形中连接此组件的功能,或者从shotguns项目中复制连接。 这对于”DBShotgun”项目来说已经足够了。 对于”PAShotgun”和”SAShotgun”项目,您需要另外导入它们的组件并从中连接函数。 这些组件包含重新加载这些猎枪的所有必要逻辑。

该项目与CGr系列的其他项目不同之处在于它缺乏各种景点。 因此,从蓝图”BP_Weapon_Base”中删除了景点的可变数组静态网格体。 项目中未包含的景点的拾取蓝图也被删除。

该项目不是作为一个完整的项目,而是作为一个资产包。 这样开发人员就可以在更高级的项目中使用动画和武器模型以及可能的一些逻辑。 

此项目的蓝图配置为仅用于演示。 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。

对于那些决定了解此项目的人,您需要注意项目设置中的自定义碰撞预设,以及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,我已经将一些变量从数据表移动到武器蓝图。 通过这种方式,您可以更改变量并实时查看更改。 您可以在构造脚本中的武器蓝图中找到它们。

在目录”BONUS”中有项目中没有实现的动画,例如”武器块空闲动画”和”动作”。

它是动画的第一人称。 动画使用UE4人体模型。

如果您决定从UE4人体模型重新定位到UE5人体模型,请执行此操作 适当地. 另外,看这个 短片.

教程 用于重新定位手和手指。

重要事项: 我的项目中的武器位于X轴上。

如果你想要Y轴,这是非常简单的解决-你只需导出武器模型,然后将其导入回来,但是在Z轴上旋转-90度。 你将不得不对武器动画做同样的事情,或者在每个动画中手动旋转武器-90度,并设置键。

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