Recoil Data
UStoredData
Module: RecoilAnimation\Public\StoredData.h
This Data Asset contains target values for the recoil interpolation.
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:
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
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