Blender Animation Ready Version (Fully Rigged)
Quad .50 Cal Machine Gun Turret
Interactive Weapon System for Unreal Engine
This asset is a quad heavy machine gun turret system developed specifically for Unreal Engine.
It integrates complete firing logic, mechanical animations, camera systems, and fully configurable parameters, making it suitable for vehicle-mounted weapons, static defense installations, and realistic or post-apocalyptic combat scenarios.
The turret features a four-barrel cyclic firing structure, supporting multiple fire control modes, adjustable fire convergence angles, and multi-camera switching.
All core functionality is implemented entirely using Blueprints, allowing fast integration and secondary development without modifying underlying systems.
Key Features
- Ready-to-use quad heavy machine gun turret system
- Complete Blueprint-based firing and control logic
- Supports multiple camera views, including first-person and third-person
- Includes two automatic fire control modes and one manual fire control mode (automatically adjusts fire convergence based on target distance)
- Smooth and realistic mechanical animations
- Suitable for both in-game implementation and cinematic-level sequences
Operation Instructions
Left Mouse Button: Fire weapon
Right Mouse Button: Switch camera views
Mouse Wheel: Adjust zoom level
Up Arrow: Reduce fire convergence angle (Manual Firepower Alignment mode only)
Down Arrow: Increase fire convergence angle (Manual Firepower Alignment mode only)
Quick Parameter Customization
The turret provides a complete visual parameter adjustment panel, with all key values exposed through Blueprints.
Users can quickly fine-tune weapon behavior and handling based on project requirements.
Weapon & Rotation Control
Fire Rate: Controls firing interval / rate of fire
Turret Rotation Speed (TPS / FPS): Separate rotation speed control for third-person and first-person camera modes
Camera & Visual Control
Hide Base Shield: Toggle base shield visibility
Hide Gunner Shield: Toggle gunner shield visibility
Field of View (TPS / FPS): Independent FOV control
Barrel Overheat Threshold: Defines barrel overheating limit
Target Distance & Firepower Calculation System
Three selectable calculation modes:
1. Target Actor Mode: Distance calculated using a specified target Actor
2. Raycast Mode: Automatic distance calculation using raycast detection
3. Manual Firepower Alignment Mode: Manual convergence control
Adjustable Parameters:
Trace Length
Target Actor
Convergence Adjustment Speed
Min / Max Distance
Min Convergence Angle
Bullet Settings
Muzzle Velocity
Max Muzzle Speed
In Lifespan
Base Damage
Damage Interface Support (BPI_Damageable)
Any Actor implementing the BPI_Damageable Blueprint Interface can receive damage from turret projectiles.
Applicable targets:
AI enemies
Vehicles
Buildings / destructible objects
Custom gameplay Actors
Technical Notes
Engine: Unreal Engine (Blueprint-based)
Centralized control logic
Supports fast integration and secondary development
Suitable for military, post-apocalyptic, and industrial-themed projects