techarthub - Competitive Recoil

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.