In this project (for SAShotgun), due to the peculiarities of the reload animation, the weapon is temporarily (during the reload period) attached to the LEFT hand. But the socket of the left hand coincides in coordinate with the socket of the right hand. Therefore, in order for you not to have problems with the SAShotgun reload animation, you need to create a socket for the left hand with the following coordinates:

“SAS_LeftH_Sckt” Relative Location: x = -31,722, y = 0,715, z = 9,901; Relative Rotation: x = -148,147003, y = -6,428, z = -4,825. For the UE mannequin.

The project has been updated.

Update 01 SAShotgun: in all animations, the position of the left hand holding the weapon has been corrected for the character. When reloading, the weapon is temporarily attached to the socket of the left hand. The character’s walking and running animation have been changed. PAShotgun and DBShotgun: The character’s walking and running animation have been changed.

Realistic shotguns with attachments. Contains example blueprints for assembly.

Technical Details

Technical Details


 One semi-automatic shotgun, one pump-action shotgun, (the double-barrel shotgun in development), and attachments.

 Character Animation Blueprint for the basic display of Animation.

 Materials and some sound setup.

Rigged: Yes

Number of Meshes: 17 ( 3 SK, and 14 SM).

Collision: Yes. Custom.

Vertex Count: 264 – 33563 vertices per mesh.

LODs: Yes.

Animations: FP character has 84 Animations for three guns (Fire, Aim Down Sight, Idle, Reload, Full Reload, Run, Sprint, Jump, Walk, etc.)

The weapons have 30 Animations (Fire, Fire ADS, Reload, Full Reload, etc.)

Number of Materials and Material Instances: 3 Material layers, 6 Master materials, 2 Post-process materials, 12 Material instances, 19 Material instances variations.

Number of Textures: 30 textures, 8 reticles, 8 patterns.

Texture Resolutions: 7 – 4096×4096, 14 – 2048×2048, 11 – 1024×1024, 4 – 512×512, 8 – 256×256, 1 – 200×200, 1 – 64×64.

Supported Development Platforms: Windows

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