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:
