
The SKG Shooter Framework V2 v1.4.3 (5.7) is a modular, component-based first-person shooter framework designed for Unreal Engine 5.3 and above. It emphasizes performance through a push-model replication system that minimizes network overhead by avoiding multicasts and running on worker threads where feasible. The framework leverages efficient data serialization, variable compression, and per-class net update control to deliver responsive multiplayer experiences with low NetUpdateFrequency requirements.
Animation performance is optimized by offloading processing to worker threads, enabling parallel execution across multiple pawns. This results in significantly reduced frame-time overhead—demonstrated by a performance improvement from 13.11ms (default) to 14.34ms (with the framework) in a test with 45 animating pawns. Additional optimizations such as the Animation Budget Allocator are supported, with a helper function provided for Blueprint users.
The procedural system is one of the most comprehensive available, supporting full IK-based firearm actions, including right-hand bolt cycling and hand-switching. It features a flexible pose system driven by curves, enabling unlimited configurations such as high/low port, short stock, blind fire, and shoulder swapping. Recoil, collision, movement sway, aiming, and offhand IK are all curve-driven, while other behaviors are value- or socket-driven. Socket-driven examples include multi-point aiming (e.g., Elcan iron sights) and offhand IK; value-driven include movement lag, deadzone, and third-person aiming offsets.
The framework includes a robust firearm component that serves as an interface to attachments and provides direct access to attachment managers. Predefined attachments cover optics, lasers, grips, muzzle devices, barrels, and mounts. The system supports advanced features such as muzzle temperature simulation for realistic suppressor smoke and heat effects.
A built-in infrared/night vision system enables visibility of lights and lasers only when night vision is active. It uses a compute shader to simulate tube burn-in from bright sources, with post-processing and overlay options for realistic visual effects and customizable settings.
The attachment system is universal, supporting any object requiring add-ons—such as firearms or characters with clothing, armor, or backpacks—using skeletal meshes and a lead pose component. A bodycam-style setup is supported via dedicated post-process materials, allowing easy implementation with minimal configuration.
FPS First Person Shooter Framework (SKG Shooter Framework V2) v1.4.3 (5.7)