Will you modify Pickup/Equip/Unequip to make it more realistic? For example, when I reach for a weapon lying on the ground, you can see that I'm picking it up from the ground, meaning that when I touch it, it disappears from the ground, appears in my hand, I stand up with it, and attach it to my character when I'm using a different weapon at that moment, or if I don't have any weapons in my hands, the currently picked up one would be in use.
looks fantastic. Do you also plan to have civilians AI react to what is happening around them. For example, they will run away in panic if they see weapons or hear shots or if you have a fight with enemy AI?
I bought this plugin in the store, I want to use this in the multiplayer game, how should I set up, the current problem is that the client animation is not displayed correctly
unfortunately I am not going to replicate this product, it's easy to do you can find a lot of tutorials on youtube, replication is universal in unreal engine
I'm watching all of your videos whenever you upload but why are you using the same weird music everytime like you don't even have to put music... Anyways I'm a fan of your work
Thank you, indeed you are right, I will perhaps put more it will be simpler, I will perhaps think about putting a background sound directly in the map like lyra for example
yes you can change weapons for AI with "Weapons Start" variable directly from the character AI on the map , and I work's actualy on the next version with Real AI with Blackboard. (search player, fire on player ,Free Roaming)....
This looks solid. How did you integrate a roll into the pose search database? Is that for a heavy landing? Root motion? My rolling animation plays too fast.
I understand why people don't :) they absolutely want everything to be replicated even before the base of the game (the fundamentals) is done... it has no interest.... in the creation of games you must first do the important functions and then imagine multiplayer..
i Checked this out, very nice, its a different setup to other people, one question is, how do you handle the aimoffset or the aiming for the Guns, i could not find any refence to it or the layer?
thank you, actually I wanted to do something different than the other projects which copy each other... everything is good in the animLayers but it will be difficult to explain in the comments on youtube
@@UstudioGaming Thanks mate I did find it, I like the way it setup, I cant quite work out how you use the unarmed blend space but have different poses attached to it to get you aiming working i can not get it working for the like of me in my project, what I did do in my project is more the traversal logic to a component BP. maybe you can answer why every one is using the Spine rotation and modify bone with a band space, when i remove it, it dose not seem to do anything
This is the official solution to use in Lyra by epic game. doc is here : dev.epicgames.com/documentation/en-us/unreal-engine/using-animation-blueprint-linking-in-unreal-engine