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How it works

The first-person camera is powered by the Character Camera component and is attached directly to the prefab (not the model).
  • First Person Socket is the first-person camera view transform attached to the head.
  • Camera Animation Source is the animated bone that contains camera tracks.
Camera animations, such as movement while reloading or moving around, are baked into the character skeleton using camera_bone:
Tip: camera_bone is a special bone parented to the root.

Recoil Shakes

CAS’ native Camera Shakes are used to play procedural camera effects when firing. These shakes can be found at ”…\Integrations\FPSAnimationPack\CameraShakes Recoil shakes are played every single shot in the CasFPSWeapon component: