GASPALS Mover First Person Rendering & Advanced Control Rigs (Patreon)
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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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