🦾Character Setup

In this section you will learn how to set up a character

Step 1 - Add the RecoilAnimation component

First off, you need to add the recoil component to your character. You can do it in both Blueprints and C++:

Then, in your character class click on the RecoilAnimation component and specify the Helper UI:

Select this Blueprint asset

The Helper UI is useful when you want to modify the recoil values in runtime in a very convenient way:

To enable this Helper UI in the game you can use the Blueprint-exposed methods:

Example from the demo project

Step 2 - Integration

Now it's time to call PRAS-related functions. Here're the events PRAS needs to generate top-notch recoil:

Init

This method must be called when a new weapon is equipped. You need to pass the crucial information from your weapon to the RecoilAnimation component:

Example from the demo

Data - Recoil AnimatioData struct, that contains curves and a Recoil Data Asset:

Make sure to assign the curves, slot name and a Stored Data asset!

Play/Stop

Call these methods when firing and stop firing respectively.

Note: Event On Fire Pressed is called every shot!

Set Fire Mode

Call this method when a fire mode is updated:

Set Aiming Status

When a player aiming state is updated, make sure to call this method to affect the recoil during ADS:

Step 3 - Add data to the Weapon

The final step is to add the Recoil Anim Data struct to your weapon:

Add this property to your base weapon class

Populate this struct with Curves and Recoil Data Assets in your weapon blueprints. You can get the example assets inStep 1 - Installing the plugin.

Example:

Last updated