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 Motionfragment 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
Initand pass the weapon’s fire rate in RPM (Rounds Per Minute = 60 × rounds per second).Call
SetFireModeand choose Semi (single shot) or Auto.Do this on
BeginPlayand every time your Fire Rate/Fire Mode changes.

Call
Fireevery time a shot is fired. this is what actually makes the hands "shake".

Call
StopFiringwhen the weapon stops shooting.

RecoilMotionComponent is completely local. Play should be called for each character instance.
Last updated