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Tutorial chevron-right π Getting Set Upπ¦Ύ Character SetupIn this section you will learn how to set up a character
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Tip: all the functionality below is available to both Blueprints and C++.
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++ :
Copy UCLASS ( config = Game )
class AYourCharacterClass : public ACharacter
{
GENERATED_BODY ()
public :
AYourCharacterClass ();
protected :
UPROPERTY ( EditDefaultsOnly , BlueprintReadOnly , Category = " Recoil " )
TObjectPtr < URecoilAnimationComponent > RecoilComponent ;
...
};
Copy AYourCharacterClass :: AYourCharacterClass ()
{
...
RecoilComponent = CreateDefaultSubobject < URecoilAnimationComponent >( TEXT ( " RecoilComponent " ));
...
} 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:
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:
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! Call these methods when firing and stop firing respectively.
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Tip: Play must be called when every shot is fired, it's required for the auto and burst fire modes to work properly.
Note: Event On Fire Pressed is called every shot! 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: