Dynamic Crosshair
Dynamic Crosshair›Core Features›Gameplay Integration Guide

Gameplay Integration Guide

Stable

Implementing weapon recoil kick, Aim Down Sights (ADS), and stance penalties.

Gameplay Integration Guide

Connect your gameplay events to Dynamic Crosshair using these clean Blueprint and C++ functions.

1. Weapon Recoil Kick on Fire#

When the player pulls the trigger, call CrosshairPulseEffect:

  1. In your weapon firing logic, get your CrosshairWidgetRef.
  2. Call Crosshair Pulse Effect.
  3. Set InPulseSpreadKick to 12.0 and InPulseInterpSpeed to 18.0.
  • Pistol: Kick: 8.0, Decay Speed: 20.0
  • Assault Rifle: Kick: 6.0, Decay Speed: 14.0
  • Shotgun: Kick: 35.0, Decay Speed: 8.0
  • Sniper Rifle: Kick: 25.0, Decay Speed: 10.0

2. Aim Down Sights (ADS)#

When aiming down sights, call AimCrosshair to tighten the base spread and reduce recoil impulse:

  • Aim Pressed: Call AimCrosshair(bAim: true, LineSpread: 6.0, InterpSpeed: 10.0, PulseEffector: 0.25).
  • Aim Released: Call AimCrosshair(bAim: false, LineSpread: 16.0, InterpSpeed: 10.0, PulseEffector: 1.0).
ADS Recoil Damping
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Visual Guide: ADS Recoil Damping