Description
This is a set of 35 hand-crafted first person sword and shield animations.
UPDATE – August 27th, 2021 – State machine has been restructured to prevent an issue that could sometimes cause attack animations to be canceled early. New state transitions have also been added to allow attacking while jumping.
– Includes AnimBP
– Basic player controller based on the UE4 First Person template included
– Attacks are available in single-animation form as well as split into Charge, Hold, and Release segments to allow charge attacks
– AnimBP is set up to allow certain attacks to string together seamlessly
– Placeholder sword and shield meshes included
Please note that these animations are for first-person use only. The animations are staged to look best from a specific first-person camera angle, meaning things that happen off-screen may not look natural!
Animations:
Unsheathe
Sheathe
Idle
IdleUnarmedPose (Single-frame pose)
Walk
Sprint
JumpStart
JumpLoop
JumpEnd
AttackLeft
AttackLeftCharge
AttackLeftHold
AttackLeftRelease
AttackRight
AttackRightCharge
AttackRightHold
AttackRightRelease
AttackDown
AttackDownCharge
AttackDownHold
AttackDownRelease
AttackStab
AttackStabCharge
AttackStabHold
AttackStabRelease
BlockStart
BlockIdle
BlockEnd
BlockWalk
BlockSprint
BlockJumpStart
BlockJumpLoop
BlockJumpEnd
BlockImpact
ShieldBash
Technical Details
Features:
- 35 first person sword and shield melee animations
- Basic player controller
- Animation Blueprint
Scaled to Epic skeleton: Yes
Rigged to Epic skeleton: Yes
Animated: Yes
Number of Animations: 35
Animation types: In-Place
Supported Development Platforms: Windows
Supported Target Build Platforms: Windows
Documentation: N/A
Important/Additional Notes:
- The sword attaches to the SwordSocket on the ik_hand_gun joint, and the shield attaches to the ShieldSocket on the ik_hand_l joint.
- The default socket positions assume the origins of your sword and shield models are at the center of their handles. If this isn’t true for your meshes, the sockets’ Relative Location can be adjusted.
- If you’re building your own player controller, the first person arms mesh should be parented to the camera and should be offset -165 below the camera on the Z-axis.
- Source FBX files are located in ContentFPSwordAndShieldSouceFiles