
What's inside?
AAA quality submachine gun with 4K PBR textures, 3 LODs, VFX, SFX, FPS animated arms and environment props.
Package includes Unreal Engine project & imported assets (FBX, TGA, WAV).
Weapon has a modular structure and consists of separate meshes: body (static & skeletal), stock (static & skeletal), iron sights (static), hand stop (static), Picatinny rail (static) for parts permutability with our packs. Materials: monochrome - black, sienna, camo - modern, desert, winter, woodland; supports scratch intensity, color, camo colors parameters. Each arms animation take has 3 versions depended on left hand position (handguard, angled grip, folding grip).
*** INCLUDES BLUEPRINTS, PLAYABLE DEMO MAP ***
Description
Submachine gun (9x19) .
Arms animations:
Weapon animations:
Stock animations:
Rifle case animations:
Particle Effects:
Sound Effects:
Environment Props:
Technical Details
Scaled to Epic skeleton: Yes
Collision: Yes, custom
LODs:
Number of Unique Meshes: 22
Number of Meshes: 4 Skeletal 18 Static
Number of Materials and Instances: 20 Materials, 73 Material Instances
Number of Textures: 114
Texture Resolutions: 256x256, 512x512, 1024x1024, 2048x2048, 4096x4096
Number of Particle Effects: 3
Number of Animations: 145
Number of Audio Waves: 47 Stereo, 47 Mono
Number of Audio Cues: 15 Stereo, 15 Mono
Supported Engine Versions: 4.20 - 4.27
Files
Installation
Сopy the folder DischargerSMG X.XX/Content/DischargerSMG to your project's Content folder.
Project Setup
1) Bind axis mappings in project settings similar to official FPS template:
2) Set in project settings Near Clip Plane to 2.0
Retargeting
For best animation retargeting results to UE Mannequin follow this steps:
1) Go to UE Mannequin’s (target) skeleton hierarchy, click “Options” (top left), check “Show Retargeting Options”. All bones should be set to “Skeleton”, except ik-hand-root, ik-hand-gun, ik-hand-l, ik-hand-r – set them to “Animation”.
2) lowerarm-twist-01-[side] are keyframe animated to 100% of hand-[side] non gimbal locked roll rotation. To avoid improper lowerarm deformations for target skeleton:
Simple: remove them from humanoid rig for target skeleton before retargeting.
Advanced: create virtual bones which copy location/rotation of lowerarm twists at target skeleton hierarchy and assign them in humanoid rig to source skeleton lowerarm twists. After retargeting it will be possible to use this virtual bones as roll source for manipulating lowerarm twists inside AnimBP (with “Apply percentage of rotation” node). For custom character meshes with corrective blendshapes driving twists manually will be more suitable (via “Twist corrective” or “Pose driver” nodes).
Naming Convention
The project structure and file names are adhered to Unreal Engine's naming convention.
Changelog
1.0.0 / 14-10-2021
Support & Communication
For quick answer responses or help with product, please use email - write us to support@rebelthorp.com