Recoil Motion Component

Recoil Motion Component simulates recoil by applying random movement and rotation to the equipment virtual bone, making weapons more believable.

  • Placement: Preferably on the equipment.

  • Default Computation Stage: 5

  • Inputs:

    • Preset Data: Requires the Preset: Recoil Motion fragment that defines the recoil settings.

    • Recoil Scale: A multiplier that controls the recoil scale, this could be used to make the recoil less perceptible when aiming.

Usage

  • Call Init and pass the weapon’s fire rate in RPM (Rounds Per Minute = 60 × rounds per second).

  • Call SetFireMode and choose Semi (single shot) or Auto.

  • Do this on BeginPlay and every time your Fire Rate/Fire Mode changes.

  • Call Fire every time a shot is fired. this is what actually makes the hands "shake".

  • Call StopFiring when the weapon stops shooting.

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