Skip to main content

Weapon Component

Cas FPS Weapon (FPS Pack Weapon) is the base class component for all weapons in this integration package.

Animation Settings

Every weapon has unique Character Animation Settings. This asset contains the overlay pose and procedural animation settings. You can treat this asset as a unique animation profile for a weapon.
Tip: All CAS assets are located at “KINEMATION/CharacterAnimationSystem/Integrations/FPSAnimationPack/Settings
  • Blend In/Out Time is set to 0.2s to ensure a smooth transition when switching weapons.
  • Base and Overlay Pose are set to the default weapon idle pose, applied on the character’s upper body.
  • Procedural Settings are set to PA_CAS_FPSAnimationPack, which contains procedural features used across all weapons (e.g., sway, ADS, recoil, etc.).

Weapon

  • Weapon Settings are a data asset from the FPS Animation Pack used to play sound effects, position arms, and define basic weapon data.
  • Aim Point is the default aiming point that will be aligned with the camera.
  • Fire Mode defines the default fire mode.
  • Camera Shake is a recoil camera effect.

Animations

All animations are defined as character-weapon clip pairs: Animation Assets are used to dynamically play all weapon-specific actions, including:
  • Equip.
  • Unequip.
  • Reload.
  • Fire (for some weapons).
Tip: All Animation Assets can be found at “KINEMATION\CharacterAnimationSystem\Integrations\FPSAnimationPack\Animations”.
All character animations share similar settings:
  • Blend In/Out time ensures smooth transition when playing an animation.
  • Auto Blend Out makes the animation blend out automatically upon completion.
  • Overlay slot will correctly animate arms and weapon.
Weapon animations use a slightly different setup:
  • Blend In/Out time is set to zero to avoid strange blending of gun parts.
Tip: Weapons ignore the “Slot” property, so it can be set to any value.