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CGr Handgun r23

Marat K - Weapons - Dec 21, 2020

Please read the description carefully, before purchasing this project.

  • Supported Platforms
  • Supported Engine Versions
    4.24 - 4.27, 5.0 - 5.4
  • Download Type
    Complete Project
    This product contains a full Unreal Engine project folder, complete with Config files, Content files and .uproject file, which can be used as a template to create a new project.

Please read the description carefully, before purchasing this project.

Information for those who have already purchased the "CG Handgun" project before remastering. I draw your attention to the fact that in this update of the project, the weapon model was re-rigged. The model remains the same, but the bones of the model have been redone. Therefore, weapon animations from the "CG project" in this update to the new rig will not be compatible. All animation for the remaster of this project was done from scratch. Three Anim states have been added for the character - with a regular weapon hold, holding a weapon with one hand, and a custom one. I also want to note that the textures for the upper and lower parts of the handgun have also been changed, so to avoid mistakes, I strongly advise against using assets from the old project.



How to combine CGr projects

This project is a remastering of the "CG" project, the main changes were in procedural aiming and procedural recoil.

This tutorial shows how procedural aiming is roughly (with slight differences) implemented in my project.

This tutorial shows how procedural recoil is roughly (with slight differences) implemented in my project.

Before purchasing the project, make sure your human skeletal mesh contains bones like "ik_hand_gun", and "ik_hands" like an Epic's mannequin. Since most of the animations of the project actively use them. 

Otherwise, the animations for your skeleton will not work correctly. 

The weapon in the project is snapped on the socket of the "ik_hand_gun" bone, and this bone is animated in many animations.

Since this project is a remaster of the "CG" project, there are differences in "DT_Weapon_DataTable".

One customizable Handgun has various mesh options - with a regular magazine, a drum magazine, holo sight, laser/flashlight, compensator, and suppressor. 

In addition, there are different firing modes. You can also customize the accuracy of the weapon.

This project uses a material layering system, so you can give your weapon a different look with different patterns. You can also change only a tint.

Animated for the first person.

"CGr Handgun" is compatible with all "CGr r23" projects. But there are small additions in this project to the CGr r23 series projects, so make sure you update all your CGr projects to the latest version for full compatibility. Updates for existing projects will be released soon, read the project descriptions, there I will indicate that the project has been updated to be fully compatible with the CGrHandgun project.

It is better to transfer this project to one of the shotgun projects in order to combine them. The shotgun projects contain all the logic of this project, which is why combining will not be difficult. If you decide to migrate one of the project shotgun projects to this one, then you will need to recreate all the logic for shotguns in this project. Also, pay attention to the “RandPointInCircle_[Shotgun]” function, you will need to copy the logic of the same function from any shotgun project into it.

Important Note: All projects of the "CG series" are based on a common platform, but are not uniform. Each project has a specialized logic of its own. Only "CGr" projects are fully compatible, but make sure you update all your CGr projects to the latest version.

The project was conceived not as a complete one, but as an asset pack. So that users can take animation and weapon models for themselves in a more advanced project. 

The blueprints for this project are configured for presentation only. But advanced developers can improve it. For beginners, this project may seem complicated.

For those who decide to understand this project, you need to pay attention to custom collision presets in the project settings, and notifications in animation montages, all changes for different types of weapons must be made in the "DT_Weapon_DataTable".

In the directory "BONUS" there are animations not implemented in the project, such as "Weapon Block Idle Animations" and "Movements".

If you decide to retarget from a UE4 mannequin to a UE5 one, then do it the proper way. Also, watch this video.

Technical Details


  •  One handgun with 3 different fire modes, and attachments.
  •  Character Animation Blueprint for the basic display of Animation.
  •  Materials and some sound setup.

Number of Meshes: 17 ( 1 weapon SK, 1 box SK, and 15 SM).

Collision: Yes. Custom.

Vertex Count: 137 - 33825 vertices per mesh.

LODs: Yes.

Animations: FP character has more than 50 Animations (Fire, Aim Down Sight, Idle, Reload, Full Reload, Run, Sprint, Jump, Walk, etc.)

The weapon has 19 Animations (Fire, Fire ADS, Reload, Full Reload, etc.)

Number of Materials and Material Instances: 3 Material layers, 3 Master materials, 2 Post-process materials, 8 Material instances, 13 Material instances variations.

Number of Textures: 53 textures, 20 reticles, 23 patterns.

Texture Resolutions: 2048x2048, 1024x1024, 512x512, 256x256, 200x200, 64x64.

Supported Development Platforms: Windows