Unreal Engine 5.1 CGr BASnpR Model Crack 2025 Download
This is not just a weapon model, the project contains all the necessary animations and logic to create your game.
One customizable sniper rifle, scope, laser/flashlight, compensator, and suppressor. Due to customization, you can get different views of weapons.
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.
Raindrops appearing on weapons, procedural walking, character crouching, sliding, weapon deflection when the character approaches an object,
grenades: fragmentation, flashbang, and smoke, explosions, blinding, and concussion effects. Bullet projectiles are subject to gravity and do not fly off into infinity.
The enemy’s damage system depends on the hit on the body parts. For example, a hit to the head leads to the death of the enemy with fewer hits than to the arm or leg.
PREVIEW (UE5)
PRESENTATION (UE5)
Introduction to the CGr UE5 update project
How to combine CGr projects The video was recorded for an old version and has several differences. For example, in all animation blueprints (except FaLMG), “cast to” is replaced with interfaces.
If you combine this project with the shotgun one, watch this video.
In versions UE5.5 and possibly higher, there will probably be freezes and disappearance of the material.
The solution is simple (watch this video): You need to reduce the resolution of all textures (for example, from 4096×4096 to 2048×2048, and some 2048×2048 to 1024×1024). P.S. Projects updated, lower resolution textures uploaded. High-resolution textures are placed in the appropriate folder.
If your image has shifted to the right (watch this video)
If Ragdoll is sliding on the floor (watch this video)
Project “CG” stands for Customizable Guns. “r” is a remaster.
You have the main body of the weapon, which is represented by the skeletal mesh, and a variety of attachments that can completely change the look of the weapon.
Variability allows you to make weapons short or long. Thus, you get a kind of constructor from which you can assemble different variants of the same type of weapon.
This project uses procedural aiming.
This tutorial shows how procedural aiming is roughly (with slight differences) implemented in my project.
This project uses procedural recoil.
This tutorial shows how procedural recoil is roughly (with slight differences) implemented in my project.
The project has been updated. The update only affected versions of the UE5 engine.
All animations have been retargeted for the UE5 Manny. Animations have been adjusted for this mannequin.
The project is now True FPS, meaning the character’s Blueprint includes the entire mannequin, not just its arms.
Because Manny’s animblueprint is split into upper and lower body parts, the “ik_hand_gun” bone is no longer used in animations, but is still needed for procedural aiming.
In this regard, the animations used in the project have changed (but the analogue of the old animations, where the “ik_hand_gun” bone is animated,
remained and were placed in the “Legacy” folder). In the new animations, the old analogues were replaced with “GunMainBoneMove”, where the “Main” bone of the weapon is animated, and the weapon itself remains attached to the socket of the right hand. But in some projects, such as this and “SAShotgun”, during the playback of some animations, the weapon is dynamically attached to the socket on the left hand (the socket for the left hand is necessary in these projects!).
In connection with the innovations, the Data Table was changed.
The project does not contain SAShotgun and PAShotgun’s reloading logic. If you want to combine this project with those shotguns, I have created shotgun components (watch this video). All you need to do is import the “SAShotgunReloadComponent” and “PAShotgunReloadComponent” and connect the functions from them. The components contain all the necessary logic for reloading these shotguns.
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Filename:CGr BASnpR UE5.1.zip
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