Skeleton Structure
The FPS arms model used in the package is based on UE4 Skeleton: This rig includes two important bones:- ik_hand_gun - contains the baked movement of the weapon.
- ik_hand_gun_additive - used for procedural idle, walking, and sprinting animations.
- camera_bone - contains camera keyframes.
Override Animator Controllers
All character animations are defined in override controllers. The FPS Animation Pack uses a convenient naming convention:OC_FP_WeaponName, OC stands for “Override Controller”All character controllers have the same structure: “A_FP”-type animations are not typically overridden, as these are general motions used for all guns. Fire, Idle, and Reload slots are overridden depending on the weapon type. Now it’s time to cover the main AC_FPS_Character controller.
Main Character Controller
AC_FPS_Character consists of 7 layers:Base Layer

Additive Layer

Reload Layer

Tac Sprint Layer

Grenade Layer
This layer is used to play the grenade throw sequence:
