Overview
ShooterAdditiveFeature applies authored motion from the mapped weaponBoneAdditive bone and runtime output from RecoilAnimation to the mapped weapon bone. It selects separate idle and moving scales for hip fire and ADS.
Use cases
- Keep Space Offset unchanged when using the supplied skeleton and animations.
- Use the shipped template as a baseline: hip idle , hip walk , ADS idle , and ADS walk .
- Reduce ADS scales when breathing or locomotion makes the sight picture unstable.
- Keep a small nonzero ADS scale when you want visible breathing and movement while aiming.
- Tune recoil through the equipped weapon’s
RecoilAnimData. This feature consumes the resultingRecoilAnimation.RecoilTransform; it does not define the recoil curve itself.
GameplayAnimationController, the feature may continue using the idle scale.
Sci-Fi setup
The template values preserve full authored movement while walking in hip fire, reduce stationary hip motion to0.6, and strongly reduce motion in ADS. Tune RecoilAnimData per weapon for firing behavior; keep these scales focused on how that result and the authored additive bone blend into the final weapon pose.