Star Exile Studio - Ultimate Bow System (Includes Bow Control Rig)

📄 Documentation:[中文] | [English]

🎮 DEMO:[DEMO]

🎬 Videos:[Trailer] | [Custom Bow Tutorial]|[GASP Integration Tutorial]| [Bilibili]

💬 Community:[Discord] | [QQ: 793132509]

Ultimate Bow System is a fully featured and highly customizable bow-and-arrow combat framework. It covers everything from character animations, bow animations, charging, predictive shooting, quick shots, procedural controls, to partial network replication.

The system includes Bow Control Rig, allowing you to freely choose between procedural bow animation or a fully authored bow animation set.

✨ Key Features

🎬 20 Bow & Character Animations Included

Covers the full workflow: Aim, Idle, Charge, Shoot, Equip, Unequip.

🏹 Procedural Bow Animation & Custom Bow Animation

Choose between:

Procedural Bow Animation

  • Automatic bow bending

  • Automatic string pull

  • Auto-adjusted arrow direction

Custom Bow Animation

  • Create full handcrafted bow animations using the included Bow Control Rig

⚡ Complete Shooting Pipeline
  • Charging with maximum charge limit

  • Minimum charge threshold

  • Quick shot (fire immediately on click)

  • Charge cancel

  • Arrow-depleted state transition

  • Shooting cooldown management

🧰 Fully Data-Driven System

Configure everything through BP_BowDataAsset:

  • Models (bow, arrow, quiver)

  • Animations (bow animations, character animations)

  • Socket names (hand, back, quiver, etc.)

  • Bowstring force, max stretch length, bow bending curve

  • Prediction line effects

  • Arrow class, speed, gravity, launch parameters

📈 Predictive Shooting
  • Predicts trajectory based on camera center

  • Procedurally determines arrow launch direction

  • Optional prediction line (Niagara/VFX supported)

🎯 Procedural AimOffset

Automatically rotates the character’s upper body toward the aim direction, fully compatible with UE’s default humanoid skeleton.

👥 Replication(Experimental)
  • Basic replication included; network-focused projects may require additional logic

  • Dedicated Server setups require adjusting SkeletalMesh Tick settings (explained in the documentation)