CGr Weapon Pack Vol 1

Marat K - Weapons - Mar 20, 2024

Please read the description carefully, before purchasing this project, especially those who have already purchased all the projects on the list..

  • Supported Platforms
  • Supported Engine Versions
    4.24 - 4.27, 5.0 - 5.4
  • Download Type
    Complete Project
    This product contains a full Unreal Engine project folder, complete with Config files, Content files and .uproject file, which can be used as a template to create a new project.

Attention, information for those who already have all the projects from the list, you do not need to purchase this project, you just need to leave a review in UE Marketplace under all purchased projects from the list (just write that you want a combined project) and write me a letter where you indicate your account name in UE and the email associated with it, I will see that you actually purchased them all, and I will give you access to this project for free. My email: nrg.altair@gmail.com


Presentation


This pack includes projects:

CGr ARMod Pack

CGr PCC

CGr BASnpR

CGr FaLMG

CGr DBShotgun

CGr PAShotgun

CGr SAShotgun

CGr Handgun


This pack already includes a discount, so if you are already familiar with my CGr projects and would like to purchase more weapons from my collection, then this pack is a great deal. But if you are not already familiar with my projects, I would recommend purchasing any weapon of CGr projects I offer first before purchasing this weapon pack. Try to figure it out, and if you are satisfied with everything, and you still want to purchase my weapon collection, then choose this Weapon Pack.


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 (for some) short, regular, or long. Thus, we get a kind of constructor from which we can assemble different variants of the same type of weapon.


How to combine CGr projects If you want to combine with the CGr AKMod project or other projects that are not included in this pack.


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".


Eight skeletal weapon meshes, 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.


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

Character Animation Blueprint for the basic display of Animation.


Materials and some sound setup.


Rigged: Yes


Number of Meshes: 172 ( 14 SK, and 158 SM).


Collision: Yes. Custom.


Vertex Count: 104 - 33825 vertices per mesh.


LODs: Yes.


Animations: FP character has more than 400 Animations (Fire, Aim Down Sight, Idle, Reload, Full Reload, Run, Sprint, Jump, Walk, etc.) 


The weapons have more than 100 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, 109 Material instances, and 103 Material instances variations.


Number of Textures: 333 textures, 20 reticles, 42 patterns.


Texture Resolutions: 4096x4096, 2048x2048, 1024x2048, 1024x1024, 512x1024, 512x512, 200x200, 164x64.


Supported Development Platforms: Windows


Documentation