ABP_LPAMG_FP_PCH

Introduction

The First Person Animation Blueprint (ABP_LPAMG_FP_PCH) is the blueprint in the asset that drives all the logic behind the animations that are played in our demo.

You can find the First Person Animation Blueprint at this path: LowPolyAnimatedModernGuns/Demo/Core/Animation/ABP_LPAMG_FP_PCH.uasset

Functionality

All the functionality included in the First Person Animation Blueprint is related to showcasing the animations in the asset. That said, there are quite a few goodies that we added because we felt made the asset cooler, even though they weren’t really necessary.

Automatic Scope Aiming. This makes it so that no matter what weapon and which scope it has, we can properly aim through it no problem. We wrote this because it was a little bit annoying to not be able to display our scopes in their full glory!

Private Variables

Pawn Owner. This AnimBlueprint’s Pawn owner. We use this variable to get lots of information from the owning Pawn, so it is a very important one.

Actor Weapon. The Pawn Owner’s equipped weapon. This is whatever the Pawn has equipped at any given time.

Running. If true, it means the Pawn Owner wants to display a running animation, as it is currently in a running state.

Aiming. If true, it means the Pawn Owner wants to display an aiming animation state, as it is currently in the aiming state.

Horizontal. The horizontal movement input provided by the player. We use this to play things like walking animations.

Vertical. The vertical movement input provided by the player. We use this to play things like walking animations.

Sequence Pose Idle. This represents the Animation Sequence used as an Idle animation in the graph.

Sequence Pose Aim. This represents the Animation Sequence used as an Aiming Idle animation in the graph.

Sequence Loop Run. This represents the Animation Sequence used as a Running animation in the graph.

Weapon Offset Standing Location. Location offset applied to the equipped item while idling around normally. This is very useful for testing procedural offsets.

Weapon Offset Standing Rotation. Rotation offset applied to the equipped item while idling around normally. This is very useful for testing procedural offsets.

Weapon Offset Aiming Location. Location offset applied to the equipped item while aiming around normally. This is very useful for testing procedural offsets.

Weapon Offset Aiming Rotation. Rotation offset applied to the equipped item while aiming around normally. This is very useful for testing procedural offsets.

Weapon Offset Running Location. Location offset applied to the equipped item while running around normally. This is very useful for testing procedural offsets.

Weapon Offset Running Rotation. Rotation offset applied to the equipped item while running around normally. This is very useful for testing procedural offsets.

Weapon Offset Action Location. This value gets applied while playing certain montages and moves the weapon bone so that it changes the animation slightly in case it doesn’t quite work for certain weapons.

Weapon Offset Action Rotation. This value gets applied while playing certain montages and rotates the weapon bone so that it changes the animation slightly in case it doesn’t quite work for certain weapons.

Grip Data. Contains all the data needed to represent a grip attachment that a weapon can have. This is very important so we can change idle/aim poses based on the grip equipped for example.

Crouching. If true, it means the Pawn Owner is currently crouching so the animations should represent that.

Sequence Pose Crouch. This represents the Animation Sequence used as a Crouching Idle animation in the graph.

Sequence Pose Lowered. This represents the Animation Sequence used as a Lowered Idle animation in the graph.

Lowered. If true, it means the Pawn Owner is currently lowering its equipped item so the animations should represent that.

Is Jumping. If true, it means the Pawn Owner is currently jumping so the animations should represent that.

Replace Aiming Pose. If true it means that we should calculate a world offset to move the weapon bone to when aiming instead of using the aiming pose. This is something we do so we can automatically offset weapons for scopes.

World Space Location Scope. The world-space value that represents where the weapon bone will be moved in order for the equipped weapon to be perfectly aimed through its scope.

Weapon Scope Offset. Added local offset to the world space scope offset.

Alpha Weapon Classic Pose Additive. Determines the alpha of the classic pose additive animation. This is the additive animation used to offset some weapons to a more “classic” pose.

Tactical Sprinting. If true, it means the Pawn Owner is currently tactical sprinting so the animations should represent that.

Sequence Loop Tactical Sprint. This represents the Animation Sequence used as a Tactical Sprinting animation in the graph.

Functions

Calculate World Offset Scope. This function calculates and sets the world offset that we have to move the character skeleton’s weapon bone to in order for the equipped item to be aimed perfectly from the player’s camera.

Cached Graphs (CGraphs)

Get Actor Weapon Values. This graph contains all the nodes getting values from the Pawn Owner’s equipped item. It generally is only used for getting things, that’s about it really.

Get Pawn Values. This graph contains all the caching of values from the Pawn Owner itself.

State Machines (SMachines)

Wiggle Aim. This State Machine handles playing the additive aiming transitions, which we usually call “Wiggles” because it sounds cooler. It basically plays a quick Animation Sequence over the normal Idle->Aim blend so that it doesn’t look as boring.

Wiggle Crouch. This State Machine handles playing the additive crouching transitions, which we usually call “Wiggles” because it sounds cooler. It basically plays a quick Animation Sequence over the normal Idle->Crouch blend so that it doesn’t look as boring.

Wiggle Running. This State Machine handles playing the additive running transitions, which we usually call “Wiggles” because it sounds cooler. It basically plays a quick Animation Sequence over the normal Idle->Run blend so that it doesn’t look as boring.

Wiggle Lowered. This State Machine handles playing the additive lowered transitions, which we usually call “Wiggles” because it sounds cooler. It basically plays a quick Animation Sequence over the normal Idle->Lowered blend so that it doesn’t look as boring.

Jumping. This State Machine plays all the jumping animations when they’re needed. We added them as additives over here.

Cached Poses (CPoses)

Crouch Grip. This represents the Crouching Pose with the additive grip pose included in it.

Idle Grip. This represents the Idle Pose with the additive grip pose included in it.

Aim Grip. This represents the Aim Pose with the additive grip pose included in it.

Lowered Grip. This represents the Lowered Pose with the additive grip pose included in it.

Idle Slots. Represents the Idle Pose with all the Montage Slots added to it.

Crouching Slots. Represents the Crouching Pose with all the Montage Slots added to it.

Lowered Slots. Represents the Lowered Pose with all the Montage Slots added to it.

Crouching. Base Crouching Pose.

Lowered. Base Lowered Pose.

Idle. Base Idle Pose.

Aim. Base Aim Pose.

Running State. Represents the Running state. This includes basically everything that happens animation-wise when a character is running.


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