FPS Third person or First person template?

9K hours in PuBG. They are using the Goro setup. Confirmed in 2018 do to an animation issue (ABP) where the third person animation wasn’t using the same animation the fpp mesh was. Specifically when running with the Thompson in FPP mode. The TPP animation was one handed w/barrel up. In fpp mode you could see the tpp meshes shadow.

https://www.reddit.com/r/PUBATTLEGROUNDS/comments/842i7o/new_shadow_bug_when_holding_tommy_gun/

Link above has video.


When toggling perspectives FPP → TPP (vice versa) you RPC the server so it can update what camera it uses. Also when doing traces for aiming (specifically hip) you use base Aim Rotation and the camera manager -> camera location.

PuBG’s optics are attached to the weapon. The reticle is a material instance w/parameters.

When ADS you are using the Weapons camera which utilizes the attached optics reticle. Irons and hip use UI crosshair.

PuBG uses 2 weapon meshes when it’s equipped. One for each perspective mesh. On the non-used perspective the mesh is hidden and shadows aren’t rendered (bcastshadow false). Issue seen with the Thomspon was that bHiddenShadow was ticked.

The entire issue could’ve been easily solved and optimized by simply toggling the gun mesh back and forth on the autonomous proxy as needed. Also character sim proxies only need the tpp mesh. On equips for sims could managed via flow control… get local role == simulated proxy.


PuBG uses the same character class for ALL of its game modes. In TPP modes you can hit the V key to toggle to FPP mode. Same in the Training Mode. By default it uses TPP.

1 Like