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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.
Shooter Sway feature with aiming and movement position springs, rotation springs, clamps, and ADS scale

Shooter Sway aiming and movement spring settings.

Both Aiming Sway and Movement Sway expose the same settings:

Use cases

  • Keep Component Space for predictable first-person weapon motion with the Survival Pack example rig.
  • Tune Scale first, then adjust Speed, Stiffness, and Damping only when the sway reacts too slowly or oscillates too much.
  • Keep clamps small enough that a large mouse delta or movement spike cannot throw the weapon off screen.
  • Start with the template ADS Scale of 0.5 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.

Survival Pack setup

PA_SurvivalPack_Base uses component-space aiming and movement sway, both with an ADS scale of 0.5 and damping factor of 8. Begin with these shared settings, then override the feature for an item whose size or grip needs a different response.