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Overview

Weapon Collision is used to avoid weapon clipping with obstacles in the game world.
  • Pitch Input is the vertical or look-up input value in range [-90;90].
  • Primary Pose/Secondary Pose are applied depending on the Pitch Input value. If it’s greater than zero, Primary pose will be used — Secondary otherwise.
  • Target Space defines the space to apply the collision in. It is recommended to have this set to “Component”.
  • Interp Speed is the smoothing speed. If set to zero, no smoothing will be applied.
  • Layer Mask defines What collision layers to include during a raycast.
  • Start Offset is the forward ray origin offset.
  • Weapon Length is the trace length. It’s possible to bind a custom value from a player or weapon component to support different types of weapons.
  • Trace Radius is a sphere trace radius.

Use-cases

This modifier is used to avoid collisions with obstacles. It’s usually placed after the Look and after the IK modifiers: