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For anybody having an issue with connecting the 'Character' to the BPThirdPerson character, try connecting 'Try Get Pawn Owner' into the 'Cast To' node. This worked for me, thank you for this video!
Great tutorial to understand the basics of implementing animations, but when you're walking while drawing/sheathing the sword the character just slides instead of moving his feet, how would you fix that? Would you need extra animations for that?
Personally me instead of adding notify and allat extra stuff i just stayed in my character event graph added delay after montage then attached it to a different socket
For the life of me I can't figure out how to get this to work in my project. It does a bit of an animation, but the weapon stays in the sheath socket. I tried in a new project and it worked fine. What have I changed in my project that would cause this??
I have an issue when trying to apply sheathing and unsheathing to multiple weapons. Have a back socket, a hip socket, etc. For some reason when one is sheathed, the other wants to sit on the ground and not go to it's sheath socket.
6:48 i have a problem right there; when i enter in this modifier i can see the 2 swords (i think is a problem) and when i play the game i have the sword on the left of the player but when i press the button to play the animation for have the sword in the hand nothing happen, the animation work but i can't have the sword in the hand. any solutions?
It looks like even though the character is 'holding a sword' their hand is still open. Shouldn't the hand animation change along with the equipping event?
3:07 i dont have any idea what im doing wrong the skeletal mesh wont allow me to move sockets or bones it just shows me where they are and in anim montages i cannot ado the unequip notify or anything
Im having a problem at 7:43. My locomotion state machine is connected to my output pose and i cant seem to find anything called "main states". Any help would be amazing
used 4 of your videos and had to make my own custom "ABP_Manny" animation blueprint to incorporate all 4 of your videos into one but it worked with no errors. gotta say it dont look half bad either especially since i can so easy add all my characters animations now....damn kudos man! you should really do another video where it ties it all together to make it even easier for people. took me a bit of trial and error and a few days. but combining the 8 way movement, the jumping (kratos), top half animation zombie attack video and this one. turned out beautiful! now i just need to add crouch, sprint, swimming, interact lol
Hello, hello, Thanks for this great video, I'm currently following your "How To Make A Melee Combat System In Unreal Engine 5" course. I'd like to know how I can combine the "Equip" animation with the "BS_Combat". In fact, I'd like my character to equip only in combat mode.
Hi, I am having problem using this animation with one of your video on Udemy called "How To Make A Melee Combat System In Unreal Engine 5" When I import this animation and apply it to the skeleton enemy in that course, it doesn't work How do we add sheathe/unsheathe animations to our skeleton and Greystone characters in that video? Thank in advance
@@UnrealUniversity Hey, so I searched online and people referred to a site called Mixamo , I uploaded our skeleton and there was a sheathe/draw animation in Mixamo and gave it those animations. But as you know in your video there is no blueprints for draw/sheathe weapons , i was wondering if you could show me the blueprints on how our skeleton enemy would use these draw/sheathe animations in & out of combat over there? We only need skeleton, as you already shown here in this video the blueprints for player character which we can apply too Greystone over there.. I Thank you once again in advance.
Yes, In take recorder it records all characters bone transforms even you use physics animation for bones such tails and ragdolls. Here the issue ise there is attach detach in Sequencer menu(you wanna define sockets here(it asks bythe way)), After recording all in Take recorder. Then use this attach detach in sequencer.
I did everything like the video, it didn't give me a single error but when I press the number 1, it doesn't make the animation haha I already tried to put another key on the keyboard and it didn't help either :&
1) Make sure the mesh you are trying to attach to the socket is parented under the mesh you want to attach it to. 2) Make sure you are using "Component to Component" and not "Actor to Component".
Another great tutorial, sir. I'd love to know what the pros and cons are between using sockets vs baking the animation to a rigged prop in Maya. It seems that there probably needs to be closed-hand and open-hand variants for weapon equipping too, which this socket technique doesn't seem to address. (I'm fairly new to Unreal, so slowly piecing together all of these concepts...) Thanks again.
Bruh i had a huge problem with the animation not even working. Problem is i was using my animations i set up on my own. I only had a sheathing animation so i created a montage of it and set the rate scale to -1 to make it look like it was drawing instead. That was my problem with using a negative montage. FIRST, i created a dupe of the sheathing animation sequence, and set that to negative 1 so it played in reverse. Then created a montage of that and it set it back to a positive scale, BUT still played it in reverse and that fixed my problem. In case anyone else did what i did, hope this helps