Procedural First Person Toolkit

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AAA-quality first-person motion from a single animation set.

  • Per-weapon idle pose + one shared movement set (walk/run/jump/land)

  • Anim Nodes that integrate into any weapon/equipment system

  • Component-based so you can extend behavior without rewriting the stack

  • UE 5.6 and above

  • Network Replicated

  • Example project included

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Frequently Asked Questions

1

Do my character blueprints and character animation blueprints need to inherit from the plugin as a parent?

No. Neither your character nor your animation blueprints need to inherit from the plugin classes. The system is designed to have no real dependency on a specific Mesh or base class.

2

Is the procedural animation "plug and play"?

It’s not strictly plug and play in the sense of working instantly without setup; it requires you to add specific Anim Nodes to your Animation Blueprint and utilize the provided Components. However, the goal is to make it as simple as "plug some Anim Nodes and Components, and play."

3

Will this work with the default Unreal First Person template or GASP/ALS?

Yes. Integration tutorials for both the default First Person template and GASP (Advanced Locomotion System) are currently being developed.

4

Is procedural content handled entirely through components?

Mostly, but not entirely. While main procedural motions (sway, recoil, blocking, etc.) are calculated by components on the character or weapon, you still need specific Anim Nodes in your Animation Blueprint to apply that procedural data to the character.

5

Can it handle different meshes with multiple sockets?

The system is designed to avoid dependencies on specific meshes, making it flexible to fit any mesh.

6

Where can I find more detailed instructions?

We are currently in the process of creating documentation and video tutorials to provide more clarity on how everything works, but feel free to join our discord server and ask for help there.

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