CGr ARMod Pack r23.4

Information for those who have already purchased the “CG ARMod” project before remastering. I draw your attention to the fact that in this update of the project, the weapon model was re-rigged. The model remains the same, but the bones of the model have been redone. Therefore, weapon animations from the “CG project” in this update to the new rig will not be compatible.

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Presentation

How to combine CGr projects

Project “CG” stands for Customizable Guns.

You have the main body of the weapon, which is represented by the skeletal mesh, and a variety of attachments that can completely change the look of the weapon.

Variability allows you to make weapons either classic or modern. Also short, regular, or long. Thus, we get a kind of constructor from which we can assemble different variants of the same type of weapon.

This project is a remastering of the “CG” project, the main changes were in procedural aiming and procedural recoil.

This tutorial shows how procedural aiming is roughly (with slight differences) implemented in my project.

This tutorial shows how procedural recoil is roughly (with slight differences) implemented in my project.

Before purchasing the project, make sure your human skeletal mesh contains bones like “ik_hand_gun”,

and “ik_hands” like an Epic’s mannequin. Since most of the animations of the project actively use them.

Otherwise, the animations for your skeleton will not work correctly.

The weapon in the project is snapped on the socket of the “ik_hand_gun” bone, and this bone is animated in many animations.

Since this project is a remaster of the “CG” project, there are differences in “DT_Weapon_DataTable”.

One customizable assault rifle has three mesh options – classic, modern weapons, and custom,

multiple holo sights, laser/flashlight, compensator, and suppressor.

Due to customization, you can get different views of weapons.

In addition, there are different firing modes. You can also customize the accuracy of the weapon.

This project uses a material layering system, so you can give your weapon a different look with different patterns. You can also change only a tint.

Animated for the first person.

The project has been updated (r23.4). The update included compatibility with the “CGrHandgun” project, and now “CGr ARMod r23.4” is compatible with all “CGr r23” projects: “AKMod Pack”, “BASnpR”, “FaLMG”, “PCC”, “Shotguns Pack”, “Handgun”.

It is better to transfer this project to one of the shotgun projects in order to combine them. The shotgun projects contain all the logic of this project, which is why combining will not be difficult. If you decide to migrate one of the project shotgun projects to this one, then you will need to recreate all the logic for shotguns in this project. Also, pay attention to the “RandPointInCircle_[Shotgun]” function, you will need to copy the logic of the same function from any shotgun project into it.

Important Note: All projects of the “CG series” are based on a common platform, but are not uniform. Each project has a specialized logic of its own. Only “CGr” projects are fully compatible, but make sure you update all your CGr projects to the latest version.

The project was conceived not as a complete one, but as an asset pack. So that users can take animation and weapon models for themselves in a more advanced project.

The blueprints for this project are configured for presentation only. But advanced developers can improve it. For beginners, this project may seem complicated.

For those who decide to understand this project, you need to pay attention to custom collision presets in the project settings, and notifications in animation montages, all changes for different types of weapons must be made in the “DT_Weapon_DataTable”.

In the directory “BONUS” there are animations not implemented in the project, such as “Weapon Block Idle Animations” and “Movements”.

The names of some animations have been shortened and some have been moved as recommended by QA EGMp. Don’t get confused.

If you decide to retarget from a UE4 mannequin to a UE5 one, then do it the proper way. Also, watch this video.

Technical Details

This pack consists of two skeletal meshes of weapons – one combined with a magazine, and a separate one.

Character Animation Blueprint for the basic display of Animation.

Materials and some sound setup.

Rigged: Yes

Number of Meshes: 65 ( 8 SK, and 57 SM).

Collision: Yes. Custom.

Vertex Count: 104 – 24528 vertices per mesh.

LODs: Yes.

Animations: FP character has more than 45 Animations (Fire, Aim Down Sight, Idle, Reload, Full Reload, Run, Sprint, Jump, Walk, etc.) + 6 Animations (Grenade Launcher)

The weapons have 30 Animations (Fire, Fire ADS, Reload, Full Reload, etc.)

As a bonus, the project has an animation of a frag grenade throw and an animation of a stun grenade throw.

As well as animation of weapon jamming.

Number of Materials and Material Instances: 3 Material layers, 10 Master materials, 2 Post-process materials, 45 Material instances, and 49 Material instances variations.

Number of Textures: 133 textures, 13 reticles, 19 patterns.

Texture Resolutions: 3 – 4096×4096, 80 – 2048×2048, 15 – 1024×2048, 20 – 1024×1024, 6 – 512×1024, 7 – 512×512, 1 -200×200, 1 – 164×64.

Supported Development Platforms: Windows

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