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New First Person Rendering System Implementation

This update introduces a new implementation for the First Person system utilizing Unreal Engine 5.7's First Person Rendering system. This system is optional—the original simple First Person system remains fully functional and can be used by disabling bEnableFirstPersonRendering on the AC_CameraSystem component.

The UE5.7 First Person Rendering system is tricky to understand. It is strongly recommended to review the official Epic Games documentation: https://dev.epicgames.com/documentation/en-us/unreal-engine/first-person-rendering

AC_FirstPersonRendering Component

A new component, AC_FirstPersonRendering, has been created to streamline the implementation process. This component binds to the AC_CameraSystem and listens for perspective changes, automatically updating primitives based on the current view state (First Person or Third Person).

The component requires primitives (skeletal meshes, static meshes, etc.) to be tagged with either "FirstPerson" or "ThirdPerson" depending on their intended visibility mode. The component should be added to any actor that requires different visual representations between First Person and Third Person perspectives.

Separate Overlays for First Person Mode

The First Person system now supports separate overlays specifically for First Person mode. This enables different poses to be used between First Person and Third Person perspectives. The practical applications include maintaining weapon visibility at all times in First Person view and implementing proper ADS (aim down sights) functionality specific to First Person mode.

The different overlays for First Person have not yet been created but are scheduled for future updates.

A video explaining the implementation in detail will be released in the near future.

Generic Advanced Control Rig for Aim Offset / Look At

Development has been completed on a generic advanced Control Rig designed for Aim Offset and Look At behavior. This Control Rig is built to be universal, functioning across all characters and overlays within the project.

The Control Rig is available under Blueprints/ControlRigs/CR_Humanoid_LookAt. However, integration into the Animation Blueprints is still in progress. GASP's handling of OffsetRootBone presents specific challenges that require a proper solution, which is currently being developed.

The Control Rig is functional and can be tested directly. Open the Control Rig and drag the Target (cube) to observe the character's smooth aiming response.

Modular Control Rig for UEFN Mannequin

A Modular Control Rig for the UEFN mannequin has also been added to the Blueprints/ControlRigs folder. This rig will accelerate pose creation workflows and will be utilized to generate the poses required for the First Person system implementation.

Both Control Rig implementations will be demonstrated in upcoming video tutorials.

Thank you for your continued support 🫡

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Comments

Polygon Hive

AC_EquipmentSystem is a very simple Inventory/Equipment manager that show how manage items and apply overlay. It's designed to replaced by another Inventory system or built-upon. I started working on documentation. It's a basic one for now as things are still developing but it'll be out soon. Probably end of this week.

Surreality 3D Games

Thanks for working hard to get out this new update! I'm excited to get into it.

Andrew

Thank you so much really awesome to learn from you! After testing, Client in replication has the camera between the legs:)

Polygon Hive

Ah damn it, I did a last minute change on which mesh to attach the camera to and forgot to test replication 😅 will update the project tomorrow with the fix.

Polygon Hive

Issue is fixed and the project has been updated. Link is the same 🫡

Andrew

Appreciate it!

Andrew

Found that it drops a lot of kill/garbage collection errors this is how I can reproduce the issue: -1 client 1 server -change to mover -cycle through once all the re-targeted meshes -then exit editor play Trying to figure out how I can switch separately the re-targeted characters on client and server :D Because currently I see that it is done in the game mode and cannot be separated, and wondering how can I tweak that to a multiplayer game where there are different character meshes.

Polygon Hive

That system is really made for debug and editor work in my opinion. I don't think it should be used in real game situations. I usually just use the game animation widget to switch things and don't really worry about those errors but I'll get them cleaned up 👍

Andrew

Can you help with this: "use the game animation widget to switch things"? Like similar in the 5.5 version or where should I do that?

Polygon Hive

There is an Editor Widget that has all the debug things for Animation. You can activate it either by walking over it in the DefaultLevel on your right when you start. Or you can directly find it under GASPALS/Widget right click and Run Editor Utility Widget. Then you have all the characters and visual at the bottom to switch. Once you select a character it stays selected.

Matthew MacLaurin

Thanks for the updates, appreciate the documentation format. Have you done much testing / explicit support for shorter / taller metahumans? I haven't seen any of the ALS-based systems get hands-on-rifle and aiming working with a variety of metahuman sizes. I'd like to get my short heroine back in the game :)

Polygon Hive

I didn't do tests with different sizes, only with the included Metahuman. But I am currently working on a completely procedural aiming system that should help cover any size of skeleton hopefully.