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AC_TacticalShooterAnimation is a central Actor Component that serves as an interface between gameplay and animation. It stores and updates weapon settings and input values (e.g., leaning angle, current gait).

Tactical View Settings

This data asset is covered in detail here: Procedural Animation Settings. To update the current settings, it’s necessary to directly update the reference:

Inputs

This component also stores player input information, specifically:

Leaning Input

Controls how much the player can rotate left and right to peek around corners:

Gait

Represents the current movement state in the range [0–2], where:
  • 0 stands for idle
  • 1 stands for walk
  • 2 stands for sprint
Used to control the blending of idle, walk, and sprint animations:

Is Aiming

Used to control procedural aiming:

Is Firing

This flag has two applications in Animation Blueprints:
  1. Rotating the right index finger to press the trigger.
  2. Controlling the idle sway intensity when firing.