Product entry points
Supplied weapons
Each weapon has a matching
SAS_ animation set. Keep the character mesh, weapon view, animation family, recoil data, camera animation, audio, and effects from the same weapon family unless you deliberately test a mixed setup.
Continue to the detailed reference
- Read Weapon blueprints for the product-specific weapon Event Graph and view behavior.
- Read Gameplay animation for animation settings, procedural Animation Blueprints, and layer interfaces.
- Read Recoil for recoil data and runtime hookup.
- Read Visual effects for Niagara and casing ownership.