Welcome back to my Resident Evil Camera System series in Unreal Engine!
In Part 6, we’re adding classic Resident Evil–style weapon aiming, inspired by Resident Evil 0 and Resident Evil Remake. We’ll implement a full aiming system that lets the player aim up and down, rotate while aiming, and smoothly drive a 1D Aim Offset, all while working cleanly with fixed cameras, tank controls, and modern controls.
Tutorial Files (Weapon/Animations)
https://drive.google.com/file/d/1R-ct...
"Samurai Edge - AW Model-01 from Resident Evil" (https://skfb.ly/oTVVP) by Oleg P.V is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/b....
▶️ Catch Up on Previous Parts
Part 1 – Fixed Cameras Setup:
• Resident Evil Camera System in Unreal Engi...
Part 2 – Tracking Cameras:
• Resident Evil Camera System (UE5) — Part 3...
Part 3 – On-Rail / Spline Cameras:
• Resident Evil Camera System in Unreal Engi...
Part 4 – Tank Controls:
• Resident Evil Camera System in Unreal Engi...
Part 5 – Bug Fixes & Improvements:
• Resident Evil Camera System in Unreal Engi...
💬 Join the Community
If you want help debugging, want to share your project, or just want to talk Unreal, join the Discord!
👉 / discord
⏱️ Timecodes
00:00 – Intro & Aiming Overview
00:30 – Importing Pistol Animations & Weapon Model
03:38 – Creating Aim Input Action (Enhanced Input)
05:39 – Player BP: Aiming State & Pitch Logic
11:49 – Disabling Movement While Aiming
14:44 – Weapon Blueprint & Hand Socket Setup
21:31 – Preparing Additive Pistol Animations
22:54 – Creating Aim Offset (Pitch-Based)
24:36 – Anim BP: Switching Idle While Aiming
28:07 – Applying Aim Offset with Layered Blend Per Bone
31:34 – Two-Bone IK for Off-Hand Weapon Grip
37:25 – IK Polish & Final Aiming Pass
40:09 – Summary & Next Steps
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