πŸ”ΆAnimation Blueprint

In this section you will find out how to set up the animation blueprint

Step 1 - Add Virtual Bones

To get the system working, you need to set up the IK system. The idea is simple - hands IK targes are parented to the WeaponPivot bone, which is modified by the recoil. As a result, arms will be animated.

The bone hierarchy is the following:

  • VB WeaponPivot -> targets head bone

    • VB hand_r -> targets right hand

    • VB hand_l -> targets left hand

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Step 2 - Retarget Bones

Add these nodes at the end of your animation blueprint:

Node settings:

Example

For VB WeaponPivot select the hand_r as a Source bone, we will fix it later so it's aligned with the weapon's physical pivot.

Step 3 - Add Recoil Node

Now you need to add the RecoilAnimation node after the retargeting nodes:

This node will automatically apply recoil

Node settings:

  • Bone to Modify - bone to be modified by recoil.

  • Axes Order - defines how recoil axes will be applied. By default, the recoil uses XYZ order.

  • Translation/Rotation Scale - multipliers for each rotation/translation axis.

  • Translation/Rotation Space - similar to Transform Modify Bone.

  • Translation/Rotation - recoil values. Only used when Use Auto Update is false.

Select the VB WeaponPivot, Component Space, and YXZ order.

chevron-rightWhy YXZ order?hashtag

If you use Epic Skeleton, then in Component Space Y is the forward, X is the right, and Z is the up axis - this is different from the standard XYZ order, so recoil won't be applied correctly.

Step 4 - Add IK Nodes

For IK you can use FABRIK or Two Bone IK nodes - there's no a big difference. Let's use Two Bone IK in this example:

Add these nodes after the Recoil node

Select hand_r as an IKBone, and VB hand_r as an Effector Target:

IK node settings

At this point the animation setup is complete - now it's time to find out more about curves and how recoil works.

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