CGr Shotguns Pack r23.3

 

Presentation

How to combine CGr projects

It is better to transfer all “CGr r23” projects to this one in order to combine them. This project contains all the logic of the mentioned projects, which is why combining will not be difficult. If you decide to migrate this project to each of them, then you will need to recreate all the logic for shotguns in these projects.

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”.

Realistic shotguns with attachments. Contains example blueprints for assembly.

Three different types of shotgun, holo sight, laser/flashlight, three kinds of choke, and silencer.

Each type of choke gives a different angle of dispersion of the pellets from a gun.

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 (r23.3). The update included compatibility with the “CGrHandgun” project, and now “CGr Shotguns Pack r23.3” is compatible with all “CGr r23” projects: “ARMod Pack”, “AKModPack”, “BASnpR”, “FaLMG”, “PCC”, “Handgun”.

Make sure you update all your CGr projects to the latest version for full compatibility.

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.

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

The shotguns presented in this pack can be purchased separately.

Semi-automatic shotgun: https://unrealengine.com/marketplace/en-US/product/cg-sashotgun

Pump-action shotgun: https://unrealengine.com/marketplace/en-US/product/cg-pashotgun

Double-barrel shotgun: https://unrealengine.com/marketplace/en-US/product/cg-dbshotgun

But if you decide to buy two or more, then it will be more profitable to purchase this pack.

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”.

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

Technical Details

Features:

One semi-automatic shotgun, one pump-action shotgun, (the double-barrel shotgun in development), and attachments.

Character Animation Blueprint for the basic display of Animation.

Materials and some sound setup.

Rigged: Yes

Number of Meshes: 17 ( 3 SK, and 14 SM).

Collision: Yes. Custom.

Vertex Count: 264 – 33563 vertices per mesh.

LODs: Yes.

Animations: FP character has 84 Animations for three guns (Fire, Aim Down Sight, Idle, Reload, Full Reload, Run, Sprint, Jump, Walk, etc.)

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

Number of Materials and Material Instances: 3 Material layers, 6 Master materials, 2 Post-process materials, 12 Material instances, 19 Material instances variations.

Number of Textures: 30 textures, 8 reticles, 8 patterns.

Texture Resolutions: 7 – 4096×4096, 14 – 2048×2048, 11 – 1024×1024, 4 – 512×512, 8 – 256×256, 1 – 200×200, 1 – 64×64.

Supported Development Platforms: Windows

Documentation


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