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Weapon FOV

Krystian Komisarek - Oct 29, 2018

Material node that implements separate Weapon FOV for FPP/FPS games.

  • Supported Platforms
  • Supported Engine Versions
    4.18 - 4.25
  • Download Type
    Asset Pack
    This product contains an assortment of Unreal Engine assets which can be imported into a pre-existing project of your choice.

[Video]


Weapon FOV is an very useful material node that solves a lot of issues related to the first-person character. This package will take your FPP camera view to the industry standards like Shadow Warrior, HL2, Battlefield, Dying Light and much more without any noticeable additional cost.

Features:

  • Separate weapon FOV - You can set a custom field of view per weapon. Fixes the weapon stretching when changing the game FOV. Useful for calibrating weapon size on the screen independently to the camera.
  • Weapon depth priority - Weapon scale in camera Z axis (depth). This feature fixes the intersection of weapons with walls. Player capsule radius can be smaller and the weapons can be rendered over the environment.
  • Near plane clipping - Modify the near clip plane to see more/less of mesh in the camera.
  • Weapon transform - Applies a custom position of the weapon in camera space.
  • Effect blending - Implements transition between FOV space and world space. Useful for projectiles and character body that is standing on the ground.
  • Material node - Can be customized per weapon or controlled in global material parameter collection.
  • Clean implementation - Calculated per-vertex, very fast no need to use separate pass to fix problems with a weapon.
  • Zooming effect - Change the camera fov when weapon stays the same. That makes scope zoom effect really easy to implement.
  • NEW! Realistic sniper scope - Multiple parameters: lens refraction, aberration, overlays ect.

Technical Details

This package is intended only for use in first-person camera games.


Common technical issue!

Sometimes occlusion culling marks meshes as invisible so it is not rendered. It can be fixed by increasing bounds size in the mesh component (Bounds Scale) or mesh asset(Bounds Extension).


Number of Material Functions: 3 (blend, default, scope)

Number of Materials: 5 examples of using material node (Weapon/Hands/Projectile)

Number of Textures: 0

Supported Target Build Platforms: All platforms but not for VR

Documentation: Yes


Example map included:

WSAD - movement, Left Button

Left Mouse Button - Fire

Right Mouse Button/E - Zoom mode

Mouse Wheel Up/Down - Change zoom

Q - enable/disable scope


Update 1.1

  • updated example map
  • renamed material layer - ML_WeapoFov
  • Added laser effect
  • Added zooming mode
  • Replaced skeleton and animations

Update 1.2

  • advanced configurable sniper weapon scope


Important/Additional Notes: Package DEMO folder contains example content from Epic (Starter Content, Shooter Game) used only for demonstration purposes. 


Ready for your requests. Remember that your positive rating and comments are my fuel for the next update.