2.1 KiB
2.1 KiB
BPC_RecoilSystem — Actor Component
File: Content/Framework/Weapons/BPC_RecoilSystem
Parent Class: UActorComponent
Dependencies: DA_WeaponData, BPC_FirearmSystem, BPC_CameraStateLayer
Purpose: Handles procedural recoil: camera kick, recovery curve, and ADS recoil reduction. Works with BPC_FirearmSystem to apply per-weapon recoil patterns.
Variables
| Name | Type | Description |
|---|---|---|
RecoilPattern |
CurveVector | Per-weapon kick pattern (X=pitch, Y=yaw) |
RecoverySpeed |
Float | How fast camera returns to rest |
ADSRecoilMultiplier |
Float | Recoil reduction while aiming (0.3-0.7) |
CurrentRecoilOffset |
Vector2D | Accumulated recoil offset |
bIsRecovering |
Bool | Recovery in progress |
Functions / Events
| Name | Inputs | Outputs | What it does |
|---|---|---|---|
ApplyRecoil |
ShotCount: Integer, bADS: Bool | — | Applies recoil kick based on weapon pattern |
ResetRecoil |
— | — | Clears accumulated offset |
TickRecovery |
DeltaTime: Float | — | Lerps CurrentRecoilOffset back toward zero |
SetRecoilPattern |
Pattern: CurveVector | — | Loads per-weapon recoil data from DA_WeaponData |
Blueprint Flow
[FirearmSystem fires] -> ApplyRecoil(shotCount, bADS)
-> Look up RecoilPattern value at shotCount index
-> Apply ADSRecoilMultiplier if bADS
-> Add to CurrentRecoilOffset
-> Push offset to BPC_CameraStateLayer
-> Start recovery timer on tick
Communications With
| Target System | Method | Why |
|---|---|---|
BPC_FirearmSystem |
Direct call from ApplyRecoilRequest | Receives fire events |
BPC_CameraStateLayer |
Direct ApplyFOVModifier | Camera kick application |
Reuse Notes
- RecoilPattern is a CurveVector from DA_WeaponData — swap per weapon
- For hitscan weapons, call ApplyRecoil on every shot. For projectile, call on fire release
- Recovery runs on tick when bIsRecovering; disable tick at rest for performance