Unreal Engine – Precision Sniper Rifle

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Description

It’s a bolt action sniper rifle (.300). Weapon has a modular structure and consists of separate meshes: body (static & skeletal), optical sight (static & skeletal), bipod (static & skeletal), muzzle brake (static), Picatinny rail (static) for parts permutability with our packs. Materials: monochrome – black, sienna, camo – modern, desert, winter, woodland; supports scratch intensity, color, camo colors parameters. Each arms animation take has 3 versions depended on left hand position (on handguard, with angled grip, with folding grip).

Weapon Meshes:

  • Rifle
  • Bipod
  • Optical sight
  • Muzzle brake
  • Picatinny rail
  • Bullet
  • Bullet shell
  • Caliber
  • Magazine empty
  • Magazine full

Animations:

Arms:

  • A pose
  • Aim in spring
  • Aim out spring
  • Bolt action
  • Check ammo
  • Check chamber
  • Check magazine
  • Equip
  • Equip bolt action
  • Fire
  • Fire aim
  • Fire bolt action
  • Fire bolt action aim
  • Fire empty layered
  • Holster
  • Idle loop
  • Idle loop aim
  • Inspect
  • Interact
  • Jog loop
  • Jog start
  • Jog stop (by jog loop hand position – left, middle, right)
  • Jog to jump (by jog loop hand position – left, middle, right)
  • Jump landed
  • Jump loop
  • Jump start
  • Jump to jog
  • Pick
  • Reload empty
  • Reload loaded
  • Sprint loop
  • Sprint to jump (by sprint loop hand position – left, middle, right)
  • T pose
  • Walk loop
  • Walk loop aim

Rifle:

  • Ammo 1 pose
  • Ammo 2 pose
  • Ammo empty pose
  • Bolt action
  • Check ammo
  • Check chamber
  • Check magazine
  • Equip
  • Equip bolt action
  • Fire
  • Fire bolt action
  • Fire empty layered
  • Holster
  • Reload empty
  • Reload loaded
  • Stock collapsed pose
  • Unlocked pose

Bipod:

  • Expanded pose

Case:

  • Open
  • Opened pose
  • Close

Particle Effects:

  • Muzzle flash
  • Muzzle smoke
  • Bolt gas

Sound Effects:

  • Bolt pull empty
  • Bolt pull loaded
  • Bolt pull half motion
  • Bolt release empty
  • Bolt release loaded
  • Bolt release half motion
  • Bullet shell drop on concrete (5 variations)
  • Magazine attach
  • Magazine detach hard
  • Magazine detach soft
  • Magazine drop on concrete (5 variations)
  • Magazine get in rifle
  • Magazine release push
  • Safety on
  • Safety off
  • Shot empty cocked
  • Shot loud (5 variations)
  • Shot with silencer (5 variations)
  • Trigger push
  • Case open
  • Case close

Environment Props:

  • Ammo box full, container & cover
  • Rifle case
  • Carton box
  • Pallet

Project setup

1) Bind axis mappings in project settings similar to official FPS template:

  • Turn (UE4), Turn Right / Left Mouse (UE5): MouseX (Scale: 1.0)
  • LookUp (UE4), Look Up / Down Mouse (UE5): MouseY (Scale: -1.0)
  • MoveForward (UE4), Move Forward / Backward (UE5): W (Scale: 1.0), S (Scale: -1.0)
  • MoveRight (UE4), Move Right / Left (UE5): D (Scale: 1.0), A (Scale :-1.0)

2) Set in project settings “Near Clip Plane” to 2.0 and restart engine.

Retargeting

For best animation retargeting results to UE Mannequin follow this steps:

1) Go to UE Mannequin’s (target) skeleton hierarchy, click “Options” (top left), check “Show Retargeting Options”. All bones should be set to “Skeleton”, except ik_hand_root, ik_hand_gun, ik_hand_l, ik_hand_r – set them to “Animation”. Read more about this operation at UE Docs.

2) lowerarm_twist_01_<side> are keyframe animated to 100% of hand_<side> non gimbal locked roll rotation. To avoid improper lowerarm deformations for target skeleton:

  • Simple – remove them from humanoid rig for target skeleton before retargeting.
  • Advanced – create virtual bones which copy location/rotation of lowerarm twists at target skeleton hierarchy and assign them in humanoid rig to source skeleton lowerarm twists. After retargeting it will be possible to use this virtual bones as roll source for manipulating lowerarm twists inside AnimBP (with “Apply percentage of rotation” node). For custom character meshes with corrective blendshapes driving twists manually will be more suitable (via “Twist corrective” or “Pose driver” nodes).

Changelog

1.1.4 – April 10, 2022

  • The names of the input axis events (for UE5) are matched to the new FPS template

1.1.3 – April 7, 2022

  • Support for UE 5.0
  • Drop support of UE 4.20, 4.21

1.1.2 – October 14, 2021

  • Added procedural arch trajectory and spring for aiming transition.
  • Added smooth transitions for camera shakes.
  • Fixed extra push when jog/sprint stopping with inertia.
  • Fixed bug when start jogging after aiming out.
  • Blueprints refactored.

1.1.1 – August 22, 2021

  • Support for UE 4.27.

1.1.0 – August 3, 2021

  • Added separated versions of check ammo – check magazine and check chamber.
  • Adjusted left hand position on rifle (default and angled grip versions) for all animation takes.
  • Activation of SceneCaptureComponent2D only while aiming to improve performance.
  • Downscaled render target texture to 512×512.
  • Fixed bugs of locomotion.
  • Fixed bugs of playing shot sounds.

1.0.0 – May 15, 2021

  • Initial release

Support & communication

For quick answer responses or help with product, please use email – write us to [email protected]

Read More

Technical Details

Number of Unique Meshes: 21

Scaled to Epic skeleton: Yes

Collision: Yes, custom

LODs:

  • Arms (No LODs, 37228 t / 37296 v)
  • Rifle (LOD0: 31957 t / 32567 v, LOD1: 20649 t / 22372 v, LOD2: 8506 t / 10861 v, LOD3: 1288 t / 1828 v)
  • Bipod (LOD0: 6236 t / 6758 v, LOD1: 3780 t / 4527 v, LOD2: 1913 t / 2443 v, LOD3: 192 t / 322 v)
  • MuzzleBrake (LOD0: 1138 t / 1242 v, LOD1: 742 t / 846 v, LOD2: 456 t / 540 v, LOD3: 16 t / 30 v)
  • OpticalSight (LOD0: 9436 t / 9842 v, LOD1: 5420 t / 6057 v, LOD2: 1982 t / 2438 v, LOD3: 212 t / 338 v)
  • Picatinny (LOD0: 632 t / 910 v, LOD1: 584 t / 862 v, LOD2: 222 t / 360 v, LOD3: 20 t / 40 v)
  • Case (LOD0: 13292 t / 15425 v, LOD1: 7460 t / 9527 v, LOD2: 2236 t /3411 v, LOD3: 56 t / 112 v)
  • AmmoBox (LOD0: 1620 t / 1362 v, LOD1: 912 t / 922 v, LOD2: 244 t / 340 v, LOD3: 54 t / 108 v)
  • Pallet (LOD0: 372 t / 600 v, LOD1: 48 t / 96 v, LOD2: 12 t / 24 v)
  • CartonBox (No LODs, 12 t / 24 v)

Number of Materials and Material Instances: 24 Materials, 96 Material Instances

Number of Textures: 161

Texture Resolutions: 256×256, 512×512, 1024×1024, 2048×2048, 4096×4096

Number of Particle Effects: 3

Number of Animations: 134

Number of Audio Waves: 13 Stereo, 13 Mono

Number of Audio Cues: 11 Stereo, 11 Mono

Supported Development Platforms:

Windows: Yes

Mac: Yes

Important/Additional Notes: Includes blueprints (Playable demo)