Vinipi - Procedural FPS Toolkit

Showcase | Playable Demo | Documentation | Discord Community

A plug-and-play Unreal Engine plugin that provides a set of procedural first-person Animation Nodes you can integrate into any existing weapon/equipment setup. It’s built around an expandable, component-based architecture, so you can quickly assemble AAA-quality procedural motion using the included components—or extend it by creating your own for project-specific behavior.

No more enormous animation sets. All you need is one idle pose per weapon plus a single shared movement animation set (walk/run/sprint/jump/land, etc.)—use your own animations or the included demo set—and the plugin does the rest, procedurally adapting and layering that motion for every weapon and piece of equipment with consistent, high-quality results.

Important: This is not a complete first-person game template and it does not ship with a full FPS framework. It’s a focused solution for building high-end procedural first-person animations quickly, without locking you into a specific gameplay structure. That said, it includes a well-structured demo project that showcases the full workflow and can be used as a solid starting point for adapting the system to virtually any project.

Key Features

  • Plug-and-play Anim Nodes focused on procedural first-person gameplay animation

  • Component-based design for fast setup, clean customization, and easy expansion

  • Skeleton-agnostic workflow: adaptable to different first-person rig structures

  • Built with a production-grade code structure, suitable for real projects and long-term iteration

Character Systems

  • Procedural Aim Offset

  • Leaning

  • Hand IK

  • Hand Sway

Equipment & Weapon Systems

  • Wall Avoidance

  • Procedural Recoil

  • Procedural Aim

Example Project Content

Includes a complete sample project demonstrating real gameplay usage:

  • Two fully replicated characters

  • Flashlight, Pistol, 2 Assault Rifles, 2 SMGs, 1 Shotgun and 1 Sniper Rifle.

  • Procedural Hand IK, sway, recoil, and wall avoidance in action

First Person Approaches

The example content includes both of the most common FPS setups, both featuring first person body:

  • True FPS (single mesh)

  • Dual-mesh (separate first-person + third-person meshes)

The Dual Mesh Approach also features Unreal Engine’s new revolutionary First-Person Rendering to prevent visual issues like mesh clipping while maintaining a clean first-person presentation.

Does this asset include procedural animations for dual wielding, or different poses such as low/high ready, etc.?

Hello, no, this is not an animation pack, so it does not contain dual wielding animations. with that said, other poses can be procedurally created from your weapon’s base pose, such as the High/Low Ready states, there is even a documentation page explaining how you could achieve that.

Please let me know if you have any more questions.

Thanks,

Vinipi