[Question] Proper aiming method for true first-person?

Hello everyone, I was hoping for some opinions on the best/most sensible way to add aiming for an FPS where your entire character is visible to you, as opposed to just arms. As far as I know, possible ways would be:

  1. Setting it up as third-person, with the 9-position aim offsets that are blended between. Probably the right answer.
  2. Possibly have the controller rotate/control the entire upper body via its bones? Would that work with lower body animations?
  3. Using IK to aim and move the arms. Too much trouble for what its worth?

Also, briefly touching ok the IK thing… would it be worth it to construct some IK to handle recoil, rather than creating a looping recoil animation?

Thanks for any feedback!

Hi,

We are glad to address issues and questions explicitly concerning the functionality of the UE4 engine and editor, however it appears that your issue is more related to general game development and is beyond the scope of our support staff to address. We wish you success as you develop your game, and urge you to reach out to the community and review available documentation if you find yourself struggling.

If you do determine that there is an issue with UE4 that is preventing you from obtaining your development goals, or if you have a focused question regarding the tools, then please do not hesitate to contact us and we will offer all available support.

Thanks,

General questions that are not about a specific potential UE4 bug or a request for a new UE4 feature or a specific question about an existing feature are better put on the forums

There many people can give you their valuable opinions

http://forums.epicgames.com/forums/440

is right on this the forums will get you a better result. You could try to reach out to some other users who have or already working on this kind of thing.

Actually, the code in the ShooterGame makes the character mesh hidden when you are in 3rd person, it would be 1 line of code to make the rest of the player able to be seen. but the camera clips with the head.

There is also a very simple fix for the Camera Clipping the head… Remove it. I’ve been considering this an option
myself. Basically to deal with model animations so it doesn’t have issues, shrink the head down to a little ball just
above the collar bone/shoulders connected (mesh wise) to where you normally have the head. This should avoid
issues with the Animations. So you now have two Meshes as when you use the First person arms except now you
have a basic headless one for use by owner to see and others see the normal mesh with a proper head for 3rd person :slight_smile:

Hi SteeleDriver,

This is an archived post from pre-release. I am closing this thread as outdated. Have a great day!