Recoil system
AC_RecoilAnimation is the runtime recoil component. It is initialized with a DA_RecoilData asset and a fire rate, then receives the current aiming and fire-mode state from the weapon view.
Configure the recoil data asset
Set the general camera and pivot properties, then provide separate hip and aim values for pitch, yaw, roll, kick, and kick-up. Use the rotation and location curves for single-shot and automatic fire modes.Connect recoil to the weapon lifecycle
- Call
Init(NewRecoilData, FireRate)during weapon or weapon-view initialization. - Call
SetAiming(IsAiming)when ADS changes. - Call
SetFireMode(NewFireMode)when the weapon changes mode. - Call
Playwhile the firing lifecycle is active andStopwhen it ends.
Create a project-owned recoil data asset per weapon or recoil family. Keep the supplied pack asset available as a reference and do not hard-code camera offsets in each weapon Event Graph.