Hi, I’m Nick! Thanks for your interest in Competitive Recoil!
Overview video | Playable demo | Documentation
Competitive Recoil gives you the power to create entirely dynamic yet reproducible recoil patterns like those found in many modern competitive first-person shooters.
Utilizing easy to edit animation curves to control weapon spray and make sure each shot is placed exactly where it’s meant to go, the system also lets you to change the amount of kickback, rate of fire, number of projectiles per shot, bullet spread, accuracy deviation while moving, and more. All of these settings are stored within Data Assets that make it easy to tweak the system to suit your project and create a range of balanced weapons.
The project also contains a pixel-perfect crosshair that will automatically respond to your character’s actions. This Widget is highly configurable, with size, shape, color, outline width, and fire/movement error values all modifiable to suit your playstyle.
Thanks for checking out my project. If you have a suggestion or idea to make Competitive Recoil more suitable for your game, please shoot me a message. I’d love to hear from you.
Email: support@techarthub.com
Discord: techarthub
This project was generously supported by my Patrons at techarthub | game development guides & tutorials | Patreon
Update history:
2.0 (2023-10-26) All logic moved into its own Actor Component for easier implementation. Improved damage spread calculation. More recoil control options and reloading functionality added.
1.1 (2022-11-17) Updated for 5.1. Added a maximum range setting & more options for the center dot.
1.0 (2022-07-31) Initial 5.0 release
Marketplace Questions
This is an archive of the Questions section that used to exist on the old Unreal Marketplace. If you have any other questions or comments please leave them below!
ıntegration from Gomez_Elguabo on 10/10/23
Is this a component or a total of bp nodes. I am asking this for integration, to an existing weapon blueprint that already has shooting mechanics. Do you have a guide for integrating? Do i need to do anything in animation bp?
Hi! This is a fantastic and timely question, thank you!
Currently the system is mostly integrated into a Demo Pawn that manages the firing and recoil, but I am in the process of a significant overhaul of Competitive Recoil that compartmentalizes all of the logic into a RecoilComponent that handles both the shooting/reloading and all crosshair/camera movement.
The new system should just require you to drag and drop the RecoilComponent onto your Pawn and you’re away, but I can’t guarantee it won’t need some additional work to dovetail into an existing system as there is likely some overlap in responsibility.
This update /w supporting documentation should be ready soon, alongside an update to UE5.3.
Edit: This update is now live!
Frame Independence from markcham on 11/11/22
Is the recoil independent of frame rate?
Yep!
looks great, how easy it is to setup in a project? from Wolfy123x on 01/10/22
How easy it is to setup in a project that already has a shooting system implemented?
It should be easy to set up Competitive Recoil in an existing project with established shooting mechanics. The values for both recoil and crosshair animation are set in a data table, so you’ll just need to replace that with values of your own.
For example, instead of setting the kickback curve in the data table you could set it within your own gun blueprints.