Helping out a friend make a game right now (I'm his animator/modeller) so I clicked on this video hoping to help him make the process easier. Just want to say this was a great tutorial, even though I have never used unreal in my entire life, I was able to follow along the whole time. Thanks for making it simple :)
another great turorial ! So I set all this up but I already had been using montages prior to this video. I had a roll, and climbing mechanic. But when I messed with the Animgraph and switch things around with the state machine now those animations dont work. I figured out it was because of the deafult slot. the other montages use the same default slot as this new blended animation. So that when i climb the upper or lower body wont work /: How can I have them function independent of one another ?
So if I want to create an animation in UE4 (since I can't use Blender), I can use the default pose to create a new pose and save it as an animation. Do that several times, moving the skeleton a bit more each time, until I have a series of animations. Then for each one I have to turn it into a montage. Then I can use a blend to 'stitch' those montages together to create a seamless animation that I can set up a trigger to play on my character model in the game at set points. Am I understanding that right? I just wanted to be clear of the process, as I've watched several videos now and they all seem to do things a bit differently.
How would you use this in a sequencer-based cinematic way that doesn't involve gameplay? Finding it hard to understand how to apply animations to body parts outside of an Anim_BP.
Hi! I was wondering if it was possible to get an anim montage to loop? Like until the button was released? I really love the video, and thanks so much for the help!
So for each animation state you have the option to loop the animation. By default it's on so it should be looping automatically, just check the details section when you click on a state :)
something that would be a differential both in your channel, as in the resource issue because I didn't see anything like that, neither in the unreal marketplace nor in tutorial videos, it would be a blueprint to find secret doors or devices that disarm traps. this feature in any game could make the player's experience a more immersive adventure
Hey so I have a hit animation that shows full body animation when played so I blended it with the lower body and it works fine when running but I want the character to play the full body animation when not running I.e. idle. Can u please help me with that? Thanks.
This tutorial was great and it helped me a lot with the one thing I had trouble with in terms of my reloading. Just one question, is it possible to apply the animation montage to multiple skeletal meshes (with the same skeleton) inside the same actor?
Any mesh can play an animation montage as long as it uses the same skeleton that has the animation on :) So if you've got a skeleton which can play a reload animation, any mesh which uses this skeleton can play that animation montage! Best of luck my friend
I was using 4.20.3 so this may be wrong. I am thinking that it is using a Play Animation, technically putting it off of the Anim Blueprint, meaning that this code doesn't even run.
Is there a way to change the “layer setup” of a LBPB-Node at runtime? There are no pins to use… By code maybe? I want to add/remove elements (bone name + depth) dynamically.
Great tutorial! I wish some more things. I wish if you can make tutorial how to make possible that AI when dies from be killed in some way - it automatically respawns in random location in game map - so the idea are creating AI that never ends - that is because if we will shoot all 100 AI for example in game then game will be soon over and that is very booooring plus need to be set current AI amount that respawns automatically when killed. We need to find some way how to trigger that AI are respawned when killed - or maybe if one AI killed that 2 AI instead are respawned - can yo mae in blueprints such simple AI respawn logic please as tutorial?
i cant find cached pose in ue5, there are a bunch of different options, is there a way to use this tutorial for ue5 or i need to figure this out by myself until a new tutorial comes out?
and what if i have two animations and i want for example the lower body from default unreal engine bp and the upper body from another animations blended together even if i am jist normally walking
Hi, great videos!!! One question though, I see that you have option "Locomotion" in the character_BP. I am using a top down preset for my game, so is this method still achievable, since I don't have this locomotion in order to build up the cache?
The locomotion is just the default movement given to that template, you'll have your own locomotion for top down. Won't cause you any issues don't worry :)
@@alejorives6231 yeah i kinda understand it now, i guess the tutorial dosent show every single step, some you should already know., but thankyou i solved it ^^
Hai, what if i had an animation that used the full body to work, but i want to blend the animation to the idle/walk after the animation plays. to be specific, the animation i want to play is a ground slam
really like your tutorials and what not, however the music is very distracting. You might consider having the volume lowered or not having any music at all. Just some food for thought, great video by the way.
This setup plays on both sides of the body my friend. Just change the layered blend node settings. Pelvis bone for both, spine_01 for just upwards and then tweak the number I talked about with the scale :)
Hey I have a question, could you be using an animation from another skeleton assuming the bones are matching up? or is it strictly for animations of the same skeleton?
i imagine you could retarget the animations you want to the skeleton you want to use then blend the retargeted anime with the base etc... im quite newish but that makes sense to me
very nice but my character got already his animation (idle, walk witouth weapons, run, juymp ...) but i would like that when we get a weapons the animation change to a suitable animation
Hey man I tried this on unreal 4.26 but everything else worked fine but the blend animation my character reload the weapon standing, I wanted to ask if something changed in 4.26 or it's a bug ?
@@Beardgames I have done this 2 time thinking I may have done this wrong the first time but still no effect a friend told me to make 2 default group one default and the other with new slot and try I'll try that and update this
I’m trying to make a first person melee slasher similar to Mordhau and I just need a little guidance in regards to the animation aspect. I’m thinking of completely isolating the top half of my rig from the bottom. That way animations from one half would not affect the other. This works to some extent but looks very strange. I was hoping for advice to make the my overall animations look more “ natural “ whilst keeping movement not impeded whilst attacking and a free camera, just like Mordhau. I’m thinking of having a set of attack animations all at different angles. I would use a 1d blend-space to decided the animation played based on the players mouse angle at attack. ( again similar to the 240* system from Mordhau) And the state would be ended based on animation notifies.
Sounds awesome dude, in the next few tutorials we'll be covering everything you need to know except the 1d blendspace with different attack angles but I'll definitely look into producing a tutorial like this for the future!
who can help me.. Need to assign 3 keyboard keys to force some facial expressions to my UE4 model whilst still in Live Link... that will work under PLAY without changing my head movement.. will pay for help
@@Beardgames I'm not trying to be over smart. What I'm trying to point out to you is that being a teacher is a great power that comes with an equally great responsibility (you know this sentence). By showing how to do something wrong, you mislead people, creating bad habits, causing them frustration and lost hours of work.
@@llYuki0okami I understand what you're saying amigo I'm just saying that this video teaches people how to blend animations regardless of what bone they want to blend at so it does it's job, that being said this video is 2 years old if I redid the video now I'd probably talk more about the bone hierarchy 😁
@@Beardgames I was just very confused and frustrated at the time man lol I have watched this video 3 times now and I am now looking for the first video before this one that I thought I watched I am 1 of the newest people to unreal I said you didn't explain it because at the time (don't remember the exact reason) it wouldn't let me do what you were trying to accomplish