UE5 Procedural Weapon Handling System

Posted 3 weeks ago

Worldwide

Summary

I need a self-contained UE5 project containing a procedural weapon handling system. Start from the stock Third Person template using the UE4 mannequin (SK_Mannequin). No marketplace/Fab plugins, no external dependencies, no third-party code — everything must live in the project I receive and be readable by me. This is a systems job only. I don't need a game built around it. Implementation requirements C++ for the system itself. Blueprint only where it genuinely belongs — weapon data/config, asset references, AnimBP graph wiring. Core logic must not be buried in Blueprint graphs. Framerate independent. All sway, interpolation, bob, and recoil recovery must be DeltaTime-based and behave identically at 60 and 240 fps. I will test this with a frame cap. No Control Rig. Procedural transforms driven from code, blended in the AnimBP. Keep it simple and readable. I intend to extend this myself, so I'd rather have clear straightforward code than a clever abstract framework. Character & camera setup True first-person view — camera driven off the head/upper body so the full body is visible when looking down. Single full-body mesh, not a separate arms mesh. One weapon actor attached to a hand socket. Weapon exposes an aim point (socket or scene component) that ADS aligns to the camera. Moving that point must be all it takes to support either iron sights or a static mesh scope — demonstrate both. Animation expectations Any free animations are fine. The template's mannequin locomotion covers the legs. For the upper body I expect only single-frame poses — idle, walk/run, aim — layered over that locomotion, with the procedural system supplying all of the motion. Please don't build this around a full authored animation set; the point of the system is that it works without one. Systems (all procedural) Sway — weapon lags behind camera look input, plus movement/strafe lag and idle breathing sway. Configurable amount, speed, and clamp. Weapon bob — a core part of this job, not a nice-to-have. Curve or figure-8 driven, scaling with movement speed, with separate walk and sprint behaviour, strafe tilt, and smooth blending in and out of movement. Reference feel: Modern Warfare 2019 — subtle and weighty, not bouncy. Fully damped while aiming. ADS — smooth blend to the aim point with configurable speed and curve; reduced sway and bob while aiming. Recoil — vertical and horizontal kick per shot with recovery back toward the original aim. Separate camera kick and weapon kick, with distinct values for hipfire and ADS. Jump/land offset — small procedural dip and settle. Configuration Every value above exposed on the weapon as UPROPERTY EditAnywhere (a struct or data asset is fine), grouped into clear categories. I must be able to duplicate the weapon, change numbers, and get a different-feeling gun without touching the system code. Multiplayer-ready (not full netcode) I'll be adding multiplayer myself, so the architecture needs to not fight me: All procedural offsets are cosmetic and local — computed on the owning client, properly guarded with IsLocallyControlled(), with no gameplay state stored in the anim layer. Aim pitch/yaw and current weapon state exposed as plain variables an AnimBP can read, so a third-person representation can later be driven from replicated values without rewriting anything. Firing routes through a single clear entry point that could become a server RPC later — don't bury shot logic inside the recoil code. Must run in PIE with 2 players (listen server) with no errors or warnings, even though remote players won't show correct weapon motion yet. Not needed: health, damage, reload, ammo, inventory, UI, menus, sound, VFX, hit registration, full replication. Deliverables Complete UE5 [version] project, zipped, compiles clean from a fresh Generate Project Files Comments on the non-obvious math and any tuning-sensitive values Short video walkthrough showing the system in motion and demonstrating how to add and tune a second weapon Process Please describe your approach before starting. I'd like a video of the working system before final delivery, not just at the end.

  • $200.00

    Fixed-price
  • Intermediate
    Experience Level
  • Remote Job
  • One-time project
    Project Type
Skills and Expertise
Mandatory skills
Unreal Engine
C++
procedural animation
Activity on this job
  • Proposals:Less than 5
  • Last viewed by client:3 weeks ago
  • Interviewing:
    0
  • Invites sent:
    0
  • Unanswered invites:
    0
About the client
Member since Dec 5, 2025
  • United States
    6:24 AM

Explore similar jobs on Upwork

Unreal Engine Technical artistFixed-price‐ Posted 3 weeks ago
Unreal Engine
3D Modeling
3D Design
Game Design
Game Development
Construct 3 Game DevelopmentHourly‐ Posted 2 months ago
Construct 3
Smartphone
iOS
Simulation Game
Game Development
Game Design
Android App Development
Mobile Game
2D Design

How it works

  • Post a job icon
    Create your free profile
    Highlight your skills and experience, show your portfolio, and set your ideal pay rate.
  • Talent comes to you icon
    Work the way you want
    Apply for jobs, create easy-to-by projects, or access exclusive opportunities that come to you.
  • Payment simplified icon
    Get paid securely
    From contract to payment, we help you work safely and get paid securely.
Want to get started? Create a profile

About Upwork

  • Rating is 4.9 out of 5.
    4.9/5
    (Average rating of clients by professionals)
  • G2 2021
    #1 freelance platform
  • 49,000+
    Signed contract every week
  • $2.3B
    Freelancers earned on Upwork in 2020

Find the best freelance jobs

Growing your career is as easy as creating a free profile and finding work like this that fits your skills.

Trusted by

  • Microsoft Logo
  • Airbnb Logo
  • Bissell Logo
  • GoDaddy Logo