AAA Quality Assault Rifle Asset Packs from Studios

It’s a great honor to see some of our assault rifles being used in Player Unknowns Battlegrounds as well as several VR titles as it really shows the versatility of the weapons to be used on a variety of different platforms. Keep your eyes peeled as there will be some great upcoming sales on some of our best selling assault rifles in the weeks and months to come!

Hey @ i just purchased the asset m4a1 and how do i remove the top handle to place sight attachments? I’ve seen in one of the photos that its made of separate pieces. How do i remove them?

Hey there! Sorry for the delay in replying. There are lots of tutorials out there on the forums that should help and we’re putting together some instructions as well and will post in the next couple of days. Cheers!

Still haven’t figured out why the gun magicly snaps into the hands with the Arms Mesh provided and not other arms meshes I use. The skeleton and animations are the same.

Edit: Nevermind I figured it out on my own lol. The problem was the mannequin arms didn’t really have the weapon_mount bone on it. Added a video on how to add this bone in blender for anyone that may have the same issue.

( ignore my raspy voice and the sniffles, I got a cold :frowning: )

Hey folks, just wanted to let everyone know that the M4A1 has been updated! Apologies for the delay on that update but its been submitted and should be pushed through the marketplace soon! Cheers!

Yes I got that update today EPIC MP moved fast on that update. Would be nice if we could get a SK_mesh all put together aswell as “broken down” for those of us that don’t have a use for them broken down then it just takes up more memory to load the extra meshes and extra calculations to attach them.

Anyways said I’d make a video showing the issue I am having with the scar’s ADS_Walk animation, so here it is:

First of all sorry bout the monsters screaming in the background lol.

The initial location of the sights are actually to the left of the center of the screen. Therefore when you walk while aiming and the weapon moves up and to the right it doesn’t look AS off. When the sights are lined up to center of screen you can see a much larger jump.

The align sights with center of screen: -89.85 from -90 on the Z of the rotation in the transform of the arms.

Thanks for sending this over @Necro_ABK ! We will take a look and get started on a fix here soon. Cheers!

Fantastic work. You make me want to create an FPS. :stuck_out_tongue:

Hi Guyz!

Can you helpme with something? i am trying to use your FParms animation to animate the arms of a thirdperson character, using the epic skeleton hero, but the animation does not match. the pulse got wrong orientation. can u guyz helpme?

just in time, loved the pack. next month all the missing weapons will be on my account.

Hey there @GoruptheDevel we will look into this and get back to you! Sorry for the delay- we were AFK for the holidaze, but will definitely look into this issue and let you know!

how do you hide it??? THE BULLET ON THE SIDE OF THE XM8???

How do you remove the bullet on the side? I have tried everything and every person that plays the beta game keeps asking why the bullet is on the side of the gun.

The bullet is a mesh @JohnADaniels , so you should be able to select the mesh and “hide” it. This might help: - YouT

Thank you for the reply, I have looked for sometime and watched the video but do not see anywhere to hide or remove the bullet. Here is a screenshot of the Mesh, can you tell me what option to change. Thank you!

Thanks, we’ve reexported the mesh and are ready to push this update out to the marketplace without the bullet. Jsut to confirm you’ve purchased the single XM8 pack or did you purchase a larger pack that had the XM8 included?

Also, some folks have mentioned there is an issue with the skeleton naming, so we are taking a look and will start going through the packs. In the meantime, here’s a document on how to re-target skeletons if you have multiple IB weapons open in the same project: Animation Retargeting (Different Skeletons) | Unreal Engine Documentation

That would be awesome!

It was this one:

Animated One of Each FPS Weapons Pack

**, if you are going to be updating the **XM8 in the Animated One of Each FPS Weapons Pack, you should go ahead and also fix the Beretta M9 Pistol so it does not have so much recoil. When you shoot multiple shots the first shot is correct but the rest are all in the air because there are so much recoil. In real life you can fire one shot after the other and the gun won’t raise up your arms above your head. Also while your are at it the iron sights do not line up on any of the 3 guns. If you could fix those 3 things it would be a 5 start package!!! If you are going to fix the bullet on the side and the skeleton naming, should go ahead and fix the remaining issues!!! Thank you :slight_smile: :slight_smile:

Hey @JohnADaniels thanks for the suggestions. We’ve been dealing with some things and honestly can’t give you an idea of when any of these suggestions would be implemented. I just want to be transparent so you don’t lose patience. It takes a lot more work to update all of these packs than most think, and that’s not to say that we don’t want to make these fixes, its just being honest about our priorities right now. Thanks again and we will definitely keep these in mind going forward. Cheers!