Please note: in the most recent version of the engine there are some differences that render these sensitivity controls obsolete. These differences and the issues they create are addressed in the following tutorial (Part 4.2). Also, if you're using 5.4, MM_Land no longer retains its additive settings during retargeting. Open it up, scroll down to additive settings, change Additive Anim Type to Local Space, Base Pose Type to Frame From This Animation, and Ref Frame Index to 26. These are the default settings in the 3rd Person Template, so for reference feel free to open the original MM_Land and check out the additive settings there. 🫶
There is one thing shown in this video that you didn't show fixing in 4.2 that actually breaks this script. I saw your comment about looking at part 9 and noticed you swapped the input for the 0.25 multiplier for yaw. You forgot to do that when you did this video and it results in the end project being extremely fast due to a math issue.
I was having issues finding those settings, I'll post some directions here: In the retargeted animation, it's in the Asset Details menu. For whatever reason, it wasn't showing up by default and it's tabbed next to Skeleton Tree, so once I swapped tabs it exposed all of those settings and I could use the search bar to find it.
Thank you for this series, it has helped me understand quite a bit. I did have a MetaHuman with lots of zeal on Ground Speed, so I had to put in a Vector Clamp Size 2D between Get Velocity and the Vector Length XY and set a max of 3.0 with a min of 0.0 in my AnimBP event graph, and that calmed things down quite a bit when it came to the MetaHuman clipping the environment, bouncing off walls when running forward, moving backwards and the overall running around.
I was wondering where that multiplier was, thank you for that...@@astralstormgamestudios1259Found a tutorial on how to retarget, fixing the issue. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-_m4Qc5rGWNw.html Even shows how to bulk retarget the animations from another EPIC downloadable character with lots more transitions.
Everything worked great! Only hiccup was in the LAND state. "Use cached pose 'locomotion' ". The "Apply Additive" node messes up only the landing animation , makes the player teleport and bends really weird. When i removed this and linked up my "MM_Fall Land" Anim to "Output Animation pose" , it fixed this.
@pskv8344 If you're using 5.4, MM_Land no longer retains its additive settings during retargeting. Open it up, scroll down to additive settings, change Additive Anim Type to Local Space, Base Pose Type to Frame From This Animation, and Ref Frame Index to 26. These are the default settings in the 3rd Person Template, so for reference feel free to open the original MM_Land and check out the additive settings there. 🤙
Man, thanks for the tutorials, I’m only using part of your code from the video, so maybe I missed something somewhere, but I briefly looked at the rest of the parts and didn’t notice a solution to the problem associated with tilting the character, if you tilt completely, then the camera just clipping through any actors and landscape. I stopped at the fourth part, and I don’t know whether to watch the next parts, will this problem be solved there?
First of: Love the series! Have one problem tho, i'm doing this in a third person, and when i land while running, it looks like the legs turn into rubber for a second before continue with regular running animation. Jumping standing still has regular landing animation, but not while i'm moving.
Apparently this is a bug with the manny landing animation having some changed stuff in 5.4, check above and the next video for fixes. Just setting the alpha to 0 turns off the blend entirely when that was explicitly what you were trying to turn on. Hope this helps!
Hi Mizzo. Please assist. I have followed your tutorial to the second. I am using Engine 5.3. My oriblem is looking. My camera is paired with spine_05. Looks up and down fine. Character is tilting head left and right, not turning. camara doesn't turn to sides. camera rotation is off, when on the hands does not stay in the screen. when pairing the camera to neck or head, camera tilts to sides, not turning.?????😮😢
First of all I want to say that these tutorials are fantastic. They are like a step above intro style tutorials which is awesome. That being said, I swear I have followed the tutorials to a T and scrubbed through all of them up to this point and still can't figure out why my hands don't stay with my camera. My hands are relative to my body and everything looks good when I eject, but in play, my camera outpaces my body when I look up and down (not left and right.) Any ideas? You should consider getting a Patreon or a tipjar set up because I would throw money at you for this.
If not, it might be a camera or controller setting that pitches the camera. Search the details panel, find some things that sound relevant, check it or uncheck it and test the results. Make sure you let me know when you find the fix. 🫶
@TheAngryRubberDuck For some reason the math I spent much time and energy figuring out for the sensitivity controls is now totally obsolete. I've been trying to figure out how to fix it because I actually want to check use pawn control rotation so that leaning is easier to control. FML.
@MizzoFrizzo great stuff so far, thanks so much, i have one issue though, If I add the input mapping context to chandra blueprint, controls wont work, as controls are also in BP_FirstPersonPlayerController ? Did I miss something along the way ?
@@PitchforkAcademy Ye my bad , i flicked back aver the videos , when i copy in the input - I didnt change to the firstperson IMC_Default :) Works fine now thanks for prompt response though
Not sure if you figured it out or not, but I had this same issue. I forgot to click on the different states in the ToJump/Falling alias like he does at around 13:55
Thanks for the tutorial mate! It helps me a lot! much appreciated! One little problem, I've set all the instructions you gave. But, when I rotate the camera (head rotate input) to the max or min clamp value, and then move my player to the left (no mouse input, just W/A/S/D movement inputs), the player's head is still on the max or min clamp rotation and not following the camera direction. Any solution for this kind of problem, mate? Looking forward to your answer. Thanks a lot in advance!
im having a problem when the jump animation plays the character gets blown up every time the land animation plays i think its something to do with the animation being a additive i also get a error in the message log that land is a non additive animation and its trying to play a pose that is expected to an additive anim instance can anybody help me on this
Everthing is working great for me! But the head doesn't seem to tilt, all the blueprints are correct, and the camera sockets are on spine_05, what could the possible issue be? :)
if this was replicated for multiplayer would this work as if you added camera to a TPS character or is this done traditionally where you would want to have a different character for client and one that others see? just curious as if foot IK would mess things up for what the client vs others see. great learning material though!
Man I dont know what has happened, Ive restarted many times and still getting same outcome PIE: Error: Blueprint Runtime Error: "Accessed None trying to read property CharacterMovement". Node: Set isFalling? Graph: EventGraph Function: Execute Ubergraph Anim BP Chandra Blueprint: AnimBP_Chandra I spawn in fine, see my idle animation running on hands, but i cannot move (wsad) rotation is fine Any ideas what can solve this mate ?
Maybe go to your AnimBP's event graph, delete the get isfalling node, then drag off the character reference and get is falling again, plugging it into your set is falling node. Let me know if it works.
My project had crashed in between this tutorial and the last one. My project was beautiful and the tutorial was running smooth. With said crash it broke some files and I am unsure how to fix it because I am unsure where it went wrong. My character no longer looks left or right. I went into my metas BP and noticed the 'Use Controller Rotation Pitch' was unticked. When I ticked it my controls then became wonky and the feet no longer stay grounded and the rotation is completely off center. I am lost.
This stuff has its hurdles. I've started over many times merely in the name of practice. Just keep going, man. It gets easier with time and experience. P.S. We have always left Use Controller Rotation Pitch unchecked on this one. It makes your whole character rotate up and down with the camera...
@@PitchforkAcademy Yeah it's less of a headache really when you restart, just work through the motions until you get back to where it broke/crashed and see if the issue persists, if not it feels rewarding, if it breaks again you know it's an issue you've made so fix it, which is the less peachy scenario xD. Yeah, I restarted the tut and found when you unchecked it. Thanks! xD Still have not made it past that point, I broke off and started to dabble with environment creation. Unreal is soo beautiful.
figured it out after having the same issue, start the video at 13:22, looks like we may have missed the "Add State Alias" "To/Land" , instead we clicked on "Add State" by mistake
Posting a comment here so everyone encountering this problem can see this, if you are using 5.4 and getting the error "Trying to play a non-additive animation 'MM_Land" EDIT: read the comments below for the real fix
@@PitchforkAcademy Yes sir this worked! Now I noticed my MM_Land turned green like yours, it was red before. Thanks alot for the help! Might have changed with the latest update.
"Trying to play a non-additive animation 'MM_Land' into a pose that is expected to be additive in anim instance 'AnimBP_PERSON_C /Game/FirstPerson/Maps/UEDPIE_0_FirstPersonMap.FirstPersonMap:PersistentLevel.BP_PERSON_C_0.Body.AnimBP_PERSON_C_0'" I recieve this error, and it looks like my camera collapses into my body on landing until the animation returns to idle.
On further investigation it looks like for some reason the Applying an Additive to the Cache pose 'Locomotion' to blend with MM_Land is somehow making my characters legs grow at a scale dictated by the Alpha in the Apply Additive... wtf I am so confused.
@@PitchforkAcademy I have to say the rate in which they change little things makes learning EXTREMELY difficult. Your tutorial is one of the newest and already has little idiosyncrasies. I'm trying my best to get through though. Perhaps there is a more modular way to deliver this content, but i'm not sure.