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Competitive Recoil

techarthub - Blueprints - Aug 6, 2022
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A dynamic recoil system for competitive first-person shooters.

  • Supported Platforms
  • Supported Engine Versions
  • 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.

Overview video:

Playable demo:


Competitive Recoil gives you the power to create entirely dynamic yet reproducible recoil patterns like those found in many modern competitive first-person shooters.

Utilizing easy to edit animation curves to control weapon spray and make sure each shot is placed exactly where it's meant to go, the system also lets you to change the amount of kickback, rate of fire, number of projectiles per shot, bullet spread, accuracy deviation while moving, and more. All of these settings are stored within a data table to make it easier to tweak the system to suit your project and make a range of balanced weapons.

The project also contains a pixel-perfect crosshair that will automatically respond to your character's actions. This Widget is highly configurable, with size, shape, color, outline width, and fire/movement error values all modifiable to suit your playstyle.

Thanks for checking out my project. If you have a suggestion or idea to make Competitive Recoil more suitable for your game, please shoot me a message. I'd love to hear from you.



Update history:

  • 1.0 (2022-07-31) Initial 5.0 release

Technical Details


  • Reproducible curve-based recoil patterns with a large range of options to suit any type of hitscan weapon
  • An animated and highly customisable crosshair that responds to both weapon firing and player movement
  • Three sample weapons (Assault Rifle, Shotgun, and Light Machine Gun) each with their own custom recoil pattern, firing configuration, and sound effects


  • Demo map
  • 3 Blueprints (1 Character, 1 Crosshair Widget, 1 Debug Widget)
  • 5 Curves (3 sample recoil patterns, 2 animation curves for weapon kickback)
  • 2 Data Tables with associated Structs (1 for weapons, 1 for crosshairs)
  • 11 Sound Effects

Input: Keyboard/Mouse/Gamepad

VR-Ready: I think so, but I've not fully tested it. If there is an interest please let me know and I'll make sure.

Network Replicated: Yes

Supported Development Platforms: Windows 32/64-bit, MacOS

Competitive Crosshair is documented internally via Blueprint comments and variable/function descriptions, and you can find further documentation by following this link. If you have any questions about the system and how it works, please reach out to

This project was generously supported by my Patrons at