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Overview

ShooterSwayFeature adds spring-based movement sway from GameplayAnimationController.moveInput and aiming sway from deltaLookInput. It applies both results to the mapped weapon bone. Both Aiming Sway and Movement Sway expose the same settings:

Use cases

  • Keep Component Space for predictable first-person weapon motion with the supplied rig.
  • Tune Scale first, then adjust Speed, Stiffness, and Damping only when the response shape is wrong.
  • Keep clamps small enough that a large mouse delta or movement spike cannot throw the weapon off screen.
  • Start with the supplied ADS Scale of for both blocks. Lower it for a steadier sight picture.
  • Set this feature’s Weight to 0 while tuning ADS or Viewmodel Offset so spring motion does not hide alignment errors.
If sway does not respond, confirm that your controller updates moveInput and resets or replaces deltaLookInput with the current frame’s look delta.

Sci-Fi setup

PA_Template_SciFi_FPS uses the Shooter Core presets for both sway blocks. Both apply in component space with 0.5 ADS scale and 8 damping factor. Preserve these values as the baseline, then change amplitude per axis when a particular controller sensitivity makes the weapon move too far.