First-person weapon motion that shows every state
The pack centers on first-person weapon handling for Unreal Engine projects, with firearms that read as close to familiar military-style weapons and a demo setup that lets those motions play out in context. It is not presented as a finished out-of-the-box game template, but as a weapon animation pack that includes a weapon system and a player character for demonstration purposes.
The strongest part of the package is the range of motion it covers. Each weapon includes animations for Idle, Draw, Equip, Fire, Fire ADS, Idle ADS, Jump Start, Jump Loop, Jump End, Reload, Reload ADS, Reload Empty, Reload Empty ADS, Run, Undraw, and Walk. That gives the weapons a full first-person handling cycle rather than a single firing pose, which matters when a scene needs to show how a gun behaves while the player moves, aims, reloads, or changes state in the middle of action.
The pack also points toward weapons similar to AK-47, M16, Winchester, and more, which helps define the general feel of the set. The focus is on recognizable FPS firearm behavior rather than stylized fantasy equipment.
Weapon roster and the v2 update
Version 2 adds six new weapons. The new set includes 1 rifle, 1 side arm, 2 heavy weapons, 1 submachine gun, and 1 grenade. An older weapon set is also referenced, with 21 weapons shown there, and the total model count reaches 28 weapon models.
- 7 assault rifles
- 3 snipers
- 4 side arms
- 4 shot guns
- 6 submachine guns
- 2 heavy weapons
- 1 melee weapon
- 1 grenade
That spread makes the pack broader than a narrow rifle set. It includes rifles, snipers, side arms, shot guns, submachine guns, heavy weapons, melee, and a grenade, so the available weapon types cover several common FPS loadout roles. For a project that needs more than one category of firearm, the selection is already arranged in a way that can support different weapon slots and pacing changes inside a demo or gameplay prototype.
Systems included with the demo setup
The demo side of the package is more than a visual showcase. It includes a weapon switching system that lets the player move between Primary Weapon, Secondary Weapon, and Melee. It also includes a weapon drop and pickup system that allows weapons to be picked up and dropped seamlessly, in the same general style as games like Valorant and CS-GO.
There is also a simple UI for ammo display and an advanced crosshair that expands according to velocity and recoil. That makes the weapon presentation feel tied to player movement and firing behavior instead of remaining static on screen.
Projectile-based shell drops and magazine drops are part of the setup as well. Every weapon has shell and mag drops driven by projectiles, which adds another visible layer to reload moments and makes those actions read clearly in a first-person scene.
Because the system includes both the animation side and the handling side, it can show a complete loop: switch to a weapon, fire it, reload it, drop it, pick it back up, and move on to another slot. That is especially useful for projects that need a working demonstration of weapon flow rather than isolated animation clips.
Supporting motion, feedback, and presentation
Several additional systems are listed alongside the main animation set. A fully procedural weapon sway system helps the gun move with the player. There is also procedural animation offset for the body, which adds another layer of motion to the character during weapon use.
Combat feedback is supported by bullet projectile behavior, notify-based camera shake, muzzle flash, crouch support, some sound effects, sniper scopes, bullet holes, knife decals, and bullet spread on hip fire. Blend spaces for Idle, Walk, and Run are also included, which helps tie the weapon set into the player’s movement states.
These details matter because the pack is not limited to one animation per weapon. It includes the pieces needed to make first-person weapon handling feel responsive across movement, recoil, aiming, and reload states. The crosshair response, shell and magazine drops, camera shake, and sway all sit in the same chain of motion and feedback.
That mix is what makes the pack practical for scene work. A weapon can be shown in a still state, then drawn, fired, reloaded, switched, dropped, or picked up without leaving the system. The body offset and blend spaces help the movement side stay connected to the weapon side, while the projectile, impact, and decal elements give the action more visible feedback.
Where this pack fits best
This package fits Unreal Engine projects that need a visible first-person weapon workflow: prototype scenes, gameplay demos, weapon showcases, or internal test setups where motion and interaction matter more than a finished game framework. The included player character and weapon system make it easier to demonstrate the animations in context, while the explicit note that it is not a full out-of-the-box template sets the expectation clearly.
The most useful part for teams evaluating it is the combination of handling states and supporting systems. It covers core FPS animation beats, adds weapon switching and pickup behavior, and layers in sway, crosshair response, shell and mag drops, and several combat feedback effects. For a project that needs a broad first-person weapon set with working demo behavior, that is the main takeaway.
Asset Gallery
Protected download
Access this resource
All resources are 100% manually reviewed to eliminate all risks.








