URecoilAnimationComponent
Module: RecoilAnimation\Public\RecoilAnimationComponent.h
This is the core element of the plugin - this component procedurally creates recoil animations, based on the given animation data.
Public Methods
Initializes current recoil animation data. Should be called when a weapon is equipped.
Plays recoil animation. Should be called every shot.
Stops playing recoil animation.
Updates current fire mode. The PRAS supports 3 fire mods: semi, burst, and auto.
Tip: there's no difference between burst and auto for the system. Both of the cases are handled identically.
Returns the time since the last shot.
Starts playing simulation weapon recoil.
Adds Helper UI to the viewport.
Removes Helper UI from the viewport.
Saves current animation data with the given SlotName.
Updates aiming state. Enables a second set of values, used for the ADS mode only.
Returns the output recoil animation.
Applies target values scaling. Call this when a new attachment is added.
Disabled target values scaling. Call this when an attachment is detached.
Disables input scaling, meaning that the target values are not changed.
Adds an event to the recoil timeline. Useful for camera shakes, that depend on a particular animation time. Make sure to bind events in BeginPlay.
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