Of all the UE tutorial makers on YT, you by far and away are the most deserving of a mega-grant. And they should probably make you a UE evangelist, too. No one provides these kinds of informative tutorials and I'm so thrilled to hear you're planning to ramp up the videos! Thank you so much!
Even if I'm familiar with something like state machines I watch the vid anyway to see if there's some insanely useful feature or technique that will change the way I use the system since that's happened a few times with these killer vids
Yeah okay like what the hell I didn't know you could have blendspaces as a variable. I'm only a quarter of the way in and this is changing my workflow.
Man I've been deving in unreal for like 7ish years now, and always pick up new tips from your vids, they are fantastic. Nice one Charlie! I am curious if you learnt a lot of this deeper system knowledge from discord discussion / live stream enjoyers? I have been thinking about streaming some of my dev as I'm going back to solo-dev again once our current game wraps up within the next few months and was curious about how much you get back out from the community. You certainly put a lot of effort into your community at any rate; is it much of a two way street for how much you learn in the other direction?
This is a really nice video! I already know how to state machine but I had to learn it on my own and it take very long, I'm happy that this video exists since it will make the lives of everyone learning animation on unreal much easier ^-^, thanks a lot for posting. I learned a few things here that's awesome :D
Hey Charles! Hope youre doing well! :D I was wondering how you did the circular brick pattern at 6:20, where there is a centre to the pattern. Is it simply a decal, or is it a clever landscape material? Regards, huge fan
Hello, I honestly love your videos!!! I would like to ask you one thing because I cant find any information exactly or at least I don't know how to search for it... Let's say you have 2 states and idle one and a walking one. going from one animation to another is a bit jerky, is there a way to interpolate between the 2 states so the transition looks as natural as possible?
If you click on the transition line between the two states, you can change the blend duration. By default it’s 0.2 which is a bit short. You also might want to try giving your character less acceleration, so that it can blend between all the walking/run animations slower
You’ve helped me so much with understanding the animations aspect of UE so thank you. I have a question, I’ve noticed that some of your blendspaces have other values besides speed/direction and pitch/yaw. Like the falling BS you have for example, can you make a video about different Blend space values? I don’t know how to derive them.
Thanks for the video and please continue with this animation in engine series because are f***ing amazing!!!👏👏 and there is not so much content about animation in ue4
Instead of using multiple boolean variables to control the flow of the state, it's always tidier to use a single enum variable since only one state can be activated at once per state machine.
That's true in some cases, however there are also exceptions. For example, a boolean to denote that a character is moving (speed greater than X) and a boolean for when a character is turning (rotation speed greater than Y) is more useful than an enum since you can be doing one and not the other. The CharacterMovement component also uses booleans internally for "isjumping" "isfalling" and "ismovingonground" which would be better as an enum since they're all mutually exclusive, but it's just how they've done it haha
is it possible to SET a variable in state machine? like say you have a dodge/dash with a short start and finish animation for it, and rather than use some unreliable tiny delay to change the "is dodging" variable immediately after it's set, it would be nice to have direct confirmation from the game that the dodge was successfully finished.
You can use Anim Notifiers for that, or instead of a state machine you can use a Montage using the Play Montage node which has output pins for when it finishes/is interrupted etc.
thanks for your useful tutorials, I have a question ! I keep hearing that people say that developing games by C++ is more advised in UE even by epic ! but what is it about that 99 percent of tutorials in RU-vid is based on blueprint ?! is it only because it is easier for the beginners to understand and the streamer just trying to keep it simple ?! or for example yourself prefer blueprint compared to C++?!
Honestly there's a lot of misinformation about how viable Blueprint is to develop an entire game - it's "technically" less performant than CPP in terms of CPU usage, but it shouldn't actually be very noticeable with proper coding practices. For example. 99.99% of things that you do in a video game should be event-based, meaning they only happen when they're supposed to and as a one-off (eg. I press jump, therefore I my character jumps) rather than checking every frame to see if I've pressed jump and if I haven't, do nothing. BP is definitely a lot easier to understand and I prefer it greatly over CPP. So just do whatever suits your preferences and make a great game :) Many highly acclaimed games use a lot of Blueprint, like Valorant and Mortal Shell
Is there a reason jumping and falling aren't just a blend space and you trigger a jump montage when you press the jump button? That's how I've always done it but there's a lot I don't know
That's a very valid point - the reason I went with this approach is because my jump animation is a Blendspace that is different depending on which foot was in front when you jumped (left foot leading and right foot leading) and my falling animation is a blendspace as well. I could instead use 2 different montages and sync markers in the montages/falling blendspace but I figured this way would be easier for me :)
@@PrismaticaDev yeah that makes a ton of sense! There's always really specific needs like that unique to each game, part of why it's difficult to teach this sort of thing
When you said Adv. Anim Application, I thought you were going to cover advanced uses of a State Machine, not just the basics. Would love to see a video on more advanced usages of SMs.
God i hope they add support for gameplay tags equals/non equals in fast path soon. I’ve been trying to hack it into the engine through custom function but no luck yet