🔫
PRAS Documentation
  • 👋Welcome!
  • Tutorial
    • 🌟Getting Set Up
      • 🦾Character Setup
      • 🔶Animation Blueprint
  • Fundamentals
    • 🔥Recoil Animation
    • 📈Curve Extractor
    • 📑Types
      • URecoilAnimationComponent
      • FAnimNode_RecoilAnimation
      • Recoil Data
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  • UStoredData
  • FRecoilAnimData
  1. Fundamentals
  2. Types

Recoil Data

UStoredData

Module: RecoilAnimation\Public\StoredData.h

This Data Asset contains target values for the recoil interpolation.

Property Name
Type
Description

PitchAim

FVector4

Target values for Pitch when aiming

YawAim

FVector4

Target values for Yaw when aiming

RollAim

FVector4

Target values for Roll when aiming

PitchHip

FVector4

Target values for Pitch when not aiming

YawHip

FVector4

Target values for Yaw when not aiming

RollHip

FVector4

Target values for Roll when not aiming

KickAim

FVector2D

Target values for backward kickback when aiming

KickAimR

FVector2D

Target values for left-side kickback when aiming

KickAimUp

FVector2D

Target values for up kickback when aiming

KickHip

FVector2D

Target values for backward kickback when not aiming

KickHipR

FVector2D

Target values for left-side kickback when not aiming

KickHipUp

FVector2D

Target values for up kickback when not aiming

AccelRot

FVector

How fast to lerp rotation to the Target. X - Roll, Y - Pitch, Z - Yaw

AccelLoc

FVector

How fast to lerp location to the Target

DampRot

FVector

How fast to lerp rotation to zero. X - Roll, Y - Pitch, Z - Yaw

DampLoc

FVector

How fast to lerp location to zero

PitchDamping

float

Damp factor

PitchStiffness

float

How much should oscillate around the Target

RollDamping

float

Damp factor

RollStiffness

float

How much should oscillate around the Target

KickDamping

float

Damp factor

KickStiffness

float

How much should oscillate around the Target

SmoothRot

FRotator

Rotation interpolation speed. Applied only in Auto

SmoothLoc

FVector

Translation interpolation speed. Applied only in Auto

MultiRot

FRotator

Rotation multipliers. Applied only in Auto mode

MultiLoc

FVector

Translation multipliers. Applied only in Auto mode

PlaybackOffset

float

Playback position used for getting start value during Semi-Auto transition

PlayRate

float

Animation speed scale

FRecoilAnimData

Module: RecoilAnimation\Public\RecoilAnimationComponent.h

This structure contains information about curves, target values, save-slot name, and many other settings, used by the procedural solver.

Recoil Animation Component tries to find the Stored Data asset (if the passed one is NULL) in the default directory (specified in the Plugin settings). If the asset is found, then the session will be stopped with the error message. However, if the asset wasn't found, then there're 2 possible cases:

  • A new asset will be created in the default folder if bCreateDataAssetIfNull is true

  • The game will be stopped with an error message if bCreateDataAssetIfNull is false

bCreateDataAssetIfNull is available in the Plugin settings.

The table below shows all the properties of the FRecoilAnimData struct:

Property Name
Type
Description

SingleRot

Vector curve

Translation interp curve for single shot

SingleLoc

Vector curve

Rotation interp curve for single shot

AutoRot

Vector curve

Rotation interp curve for the full-auto mode

AutoLoc

Vector curve

Translation interp curve for full-auto shot

RestRot

Vector curve

Rotation interp curve for transition from full-auto to idle

RestLoc

Vector curve

Translation interp curve for transition from full-auto to idle

SlotName

FString

Where animation data will be saved

SolverType

ESolverType

Deprecated, used only for backward compatibility

StoredData

UStoredData*

DataAsset that can be edited/saved/loaded in realtime

PreviousFAnimNode_RecoilAnimation

Last updated 1 year ago

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