Procedural Weapon Animation System

Dannyboy730
Unreal Engine Versions
5.7
Distribution Method
Asset Package
Asset Version
N/A
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Description

The Procedural Weapon Animation System (PWAS) is a complete Blueprint-driven solution for generating high-quality first-person weapon animations without any traditional animation assets.

Every effect—recoil, sway, ADS offsets, movement cycles, breathing, IK alignment, camera kick, pose offsets, weapon collision, and more, is computed procedurally in real-time and can be tuned live through an in-editor procedural preset widget (including loading + saving presets).

PWAS is designed for indie developers, technical artists, prototypes, and studios who want AAA-quality weapon feel with minimal setup.


Weapon Compatibility ✔ Works with weapons attached to ik_hand_gun ✔ Also works for setups where weapons are usually attached to hand_r

Both workflows include:

  • Full left-hand IK support

  • Customizable hand_r offsets

  • Weapon pose tuning (location + rotation)

  • Elbow placement adjustments

PWAS ships with fully set-up examples for each workflow.


Core System

  • Procedural Weapon Animation Component

  • Preset-based system for recoil, sway, ADS, stance, and movement behavior

  • 300+ editable parameters

  • Left Hand IK system (Two-Bone + FABRIK)

  • Reload while aiming


Tools

  • Live in-editor Preset Editing Widget (Editor-only)

  • Save / load custom presets instantly


Examples

  • Weapon Blueprints (Pistol, Rifle, SMG, LMG, Shotgun, Sniper)

  • Animation Blueprints

  • Demo maps showing real gameplay usage

  • Prefab preset library for common weapon classes


Perfect For

  • First-person shooters

  • Horror shooters

  • Extraction shooters

  • Tactical / realistic FPS

  • Sci-fi / fantasy weapon systems

  • Rapid prototyping & iteration workflows


Quick Start Guide

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

  2. Set up the included animation blueprint example.

  3. In your weapon BP, add a variable of type DA_WeaponProceduralPreset and assign (duplicate before modifying) a preset.

  4. Attach your weapon to ik_hand_gun.

  5. Adjust weapon pose offsets and hand positions as needed.

  6. Ensure your weapon mesh contains:

    • LeftHandIK socket (for off-hand IK)

    • Muzzle socket (for collision & optional example bullets)

After this, the weapon becomes fully procedural and ready to use.


Notes

  • This pack will receive updates and content, price may increase depending on content added.

  • 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.


Technical details

Features:

  • 100% procedural weapon animation

  • Smart left-hand IK with elbow solver and right hand IK

  • Real-time preset editor for tuning weapon feel

  • Fully modular Blueprint architecture

  • Procedural recoil, sway, ADS, holster, jump, weapon collision and movement

  • Walk/run/crouch pose dynamics

  • Separate values for walk, run, crouch and run crouch

  • Camera kick & screen shake for recoil

  • Per-weapon preset system

  • 300+ editable parameters


Number of Blueprints: 22

Input: Keyboard, Mouse

Network Replicated: No (Pretty easy to setup, just replicate the variables from the function output. Then use those replicated variables in the AnimBP)

Supported Development Platforms:

  • Windows: Yes

Documentation Link: https://docs.google.com/document/d/1HdWGSCS2O7zKvDQKNsNgaC90u8ShGVgXSQxes_qpDA4/edit?tab=t.0#heading=h.5drsm2qgb3


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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