PWAS V2 - Procedural Weapon Animation System

Dannyboy730
Unreal Engine Versions
5.8
Distribution Method
Complete Project
Asset Version
N/A
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Description

Procedural Weapon Animation System (PWAS V2) is a complete Blueprint-based procedural weapon animation framework for Unreal Engine.

PWAS generates and layers weapon movement such as recoil, sway, aiming, movement cycles, breathing, running, crouching, jumping, collision, camera kick, pose adjustments, and more in real time.

V2 greatly expands the original system with procedural sight alignment, multiple sights, iron sights, modular weapon parts and attachments, full-body / third-person support, multiplayer examples, an improved procedural editor, and extensive customization.

PWAS is designed to integrate into your existing FPS framework. It handles the procedural animation and weapon presentation, while systems such as firing, inventory, ammunition, damage, and weapon management can remain part of your own gameplay framework.

Procedural Aiming

PWAS V2 includes a new socket-based procedural aiming system supporting:

  • Optics

  • Iron sights

  • Multiple selectable sights

  • Canted sights

  • Attachment-mounted sights

  • Individual sight FOV settings

  • Per-weapon attachment aim distance adjustment

  • Smooth procedural aim transitions

  • Reloading while aiming

Sight setups are automatically discovered from configured sockets, allowing the same weapon to support several different aiming options.

Procedural Animation

PWAS includes highly customizable procedural systems for:

  • Weapon recoil

  • Camera recoil

  • Look sway

  • Movement sway

  • Walking

  • Running

  • Crouching

  • Crouch movement

  • Sliding

  • Jump / landing

  • Breathing

  • Hold breath

  • Weapon collision

  • Equip / holster

  • Freelook

  • Aim transitions

  • Weapon pose adjustment

  • Left-hand IK

  • Elbow positioning

  • Camera and weapon offsets

All major weapon behavior is controlled through reusable Weapon Presets.

Live Procedural Editor

PWAS V2 includes a live procedural editor with 300+ customizable values.

Use the editor to:

  • Modify procedural settings

  • Preview changes immediately

  • Test firing, aiming and movement

  • Load Weapon Presets

  • Save customized Weapon Presets

  • Quickly create different behavior for individual weapon types

The editor is intended for authoring and testing presets and is not required at runtime.

Full Body & Third Person

V2 includes a full-body / third-person setup demonstrating how procedural first-person weapons can be combined with a third-person representation.

Features demonstrated include:

  • Third-person weapon handling

  • Procedural character pitch

  • Left-hand IK

  • Reload support

  • Running and crouching

  • Freelook

  • Weapon switching

  • First-person and third-person weapon representations

A multiplayer example is also included to demonstrate replicated weapon setups and third-person representation for other players.

Weapon Parts & Attachments

PWAS V2 includes an optional modular weapon example system supporting:

  • Weapon Parts

  • Attachments

  • Attachment stat modifiers

  • Attachment parenting

  • Attachments mounted to other Attachments

  • Modular barrels, handguards, magazines, optics and more

  • Left-hand IK from Attachments

  • Attachment-based sight discovery

  • Canted sight setups

  • Muzzle collision overrides

  • Magazine capacity overrides

  • Attachment-specific ADS FOV

  • Stat-only Attachments

The included Weapon Parts and Attachment systems are optional examples and are not required to use the core PWAS procedural animation system.

You can integrate PWAS with your own inventory, weapon customization, or attachment framework.

Magnified Optic Example

V2 includes an optional magnified-optic example featuring:

  • Scope proximity / eye-relief behavior

  • Dynamic optic clipping

  • Magnified scope materials

  • Custom reticles

  • Support for optics such as scopes and compact magnified sights

This system is included as demo functionality and is not required for procedural aiming.

Included Demo Weapons

PWAS V2 includes configured examples for several weapon types, including:

  • Rifles

  • Pistols

  • SMGs

  • Shotguns

  • LMGs

  • Sniper Rifles

The included examples contain Weapon Presets, animation poses, and weapon-specific configurations that can be used as references when setting up your own weapons.

Blueprint Based

PWAS V2 is built using Blueprints and does not require C++ for normal setup or customization.

The core system is centered around a reusable Procedural Weapon Animation Component and Weapon Presets, making it possible to integrate PWAS into an existing character and weapon framework without replacing your existing gameplay logic.

Quick Start

A basic PWAS integration consists of:

  1. Add the Procedural Weapon Animation Component to your player character.

  2. Configure the included Animation Blueprint setup.

  3. Initialize PWAS with your Character and Camera.

  4. Assign a Weapon Preset.

  5. Update PWAS with the currently equipped Weapon.

  6. Add the required weapon / character sockets and tags.

  7. Call the relevant PWAS functions from your existing gameplay logic for firing, aiming, running, crouching, etc.

For complete setup instructions, see the PWAS V2 Documentation linked above.

Perfect For

  • First-person shooters

  • Tactical FPS games

  • Extraction shooters

  • Horror shooters

  • Multiplayer shooters

  • Realistic weapon systems

  • Sci-fi / fantasy weapon systems

  • Prototypes

  • Custom FPS frameworks

  • Rapid weapon iteration

Notes

  • PWAS focuses on procedural weapon animation and is designed to integrate with existing gameplay frameworks.

  • The included firing, weapon, attachment, multiplayer, and other gameplay systems are primarily examples demonstrating PWAS integration.

  • The Procedural Editor is an authoring tool and is not required in packaged gameplay.

  • Always back up your project before updating an existing PWAS installation.

  • A low Near Clip Plane may be useful for first-person weapons positioned very close to the Camera. The included demo uses settings appropriate for its first-person setup.

  • Full setup, integration, sight, attachment, animation, and troubleshooting information is available in the V2 Documentation.



Additional information

Blueprints: 61
C++ Classes: 0
Network Replicated: Yes
Supported Development Platform: Windows
Input: Keyboard & Mouse
Skeleton: UE5 Manny / Epic Skeleton compatible

Static Meshes: 176
Skeletal Meshes: 10
Materials: 48
Material Instances: 77
Textures: 93
Animations: 209

Included Content:

  • Procedural Weapon Animation Component

  • Live Procedural Editor

  • Weapon Presets

  • Example first-person and full-body/third-person setups

  • Multiplayer example

  • Modular Weapon Parts and Attachment examples

  • Demo weapons covering rifles, pistols, SMGs, shotguns, LMGs and sniper rifles

Additional Notes:

  • Blueprint-only; no C++ required.

  • Character examples use the UE5 Manny skeleton.

  • Weapon Parts, Attachments, firing and multiplayer gameplay logic are included as example implementations and are not required by the core PWAS system.

Important/Additional Notes:

  • The live preset editor is an editor-only tool used for authoring and tuning presets.
    It is not included in packaged builds.

  • Always back up your project before updating the plugin in case new logic affects existing presets.

  • Decrease Near Clip Plane inside Project Settings. 0.01 is a good value, this is to prevent weapon clipping when the models are close to the camera.

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