- Видео 192
- Просмотров 642 261
Unreal DevOP
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Добавлен 10 мар 2019
I created this channel mostly to help further document aspects of the Unreal Engine that weren't really talked about or mentioned at all.
Making mistakes is part of the process and I've made plenty of those. With as little documentation as there is it's easy to draw the wrong conclusions or fall into logical traps. This is why I started making videos.
I do accept Freelance work but it depends on a lot of factors, 1 being how realistic your expectations are because a lot of Indie Devs come at this with unrealistic goals that far surpass anything even $500,000,000 AAA Game Budgets have achieved.
By the way, no that image of that landscape is not real, it was a scene I setup with Nanite Foliage in 5.0 after it was released.
Making mistakes is part of the process and I've made plenty of those. With as little documentation as there is it's easy to draw the wrong conclusions or fall into logical traps. This is why I started making videos.
I do accept Freelance work but it depends on a lot of factors, 1 being how realistic your expectations are because a lot of Indie Devs come at this with unrealistic goals that far surpass anything even $500,000,000 AAA Game Budgets have achieved.
By the way, no that image of that landscape is not real, it was a scene I setup with Nanite Foliage in 5.0 after it was released.
Unreal Engine 5 - GASP Dynamic Additive Overlay (Overview v1.18)
In this update I corrected the Aimoffsets, this required reworking the way I had started handling it in order to reduce jittering caused by I believe is the Offset Root Bone they use to prevent foot sliding in the project.
BuyMeACoffee: buymeacoffee.com/j0hnc0nn0r
Release Video: ruclips.net/video/upWIKxX9KsE/видео.html
Project Files: drive.google.com/file/d/1AOV5LoecijaobCvC8IblW-HTkfpIgAI9/view?usp=sharing
Join our Discord To Stay Up To Date on the Project and Future Videos: discord.gg/38ceaJ67Eu
BuyMeACoffee: buymeacoffee.com/j0hnc0nn0r
Release Video: ruclips.net/video/upWIKxX9KsE/видео.html
Project Files: drive.google.com/file/d/1AOV5LoecijaobCvC8IblW-HTkfpIgAI9/view?usp=sharing
Join our Discord To Stay Up To Date on the Project and Future Videos: discord.gg/38ceaJ67Eu
Просмотров: 1 220
Видео
Unreal Engine 5: GASP DAO - Precise AimOffsets (Coming Soon)
Просмотров 574День назад
A breakdown on what this entails, as well as what can offset it, and some approaches to mitigating that which will be coming in future updates. BuyMeACoffee: buymeacoffee.com/j0hnc0nn0r Release Video: ruclips.net/video/upWIKxX9KsE/видео.html Project Files: drive.google.com/file/d/1AOV5LoecijaobCvC8IblW-HTkfpIgAI9/view?usp=sharing Join our Discord To Stay Up To Date on the Project and Future Vid...
Unreal Engine 5 - GASP Dynamic Additive Overlay (Overview v1.17)
Просмотров 1,5 тыс.День назад
I tested the Replication using SmoothSync, It is not included but was needed to properly test that things were replicating. SmoothSync: ruclips.net/video/a2EQLA7sa9w/видео.htmlsi=11RMeZDTQ9ejoFyZ BuyMeACoffee: buymeacoffee.com/j0hnc0nn0r Release Video: ruclips.net/video/upWIKxX9KsE/видео.html Project Files: drive.google.com/file/d/1AOV5LoecijaobCvC8IblW-HTkfpIgAI9/view?usp=sharing Join our Disc...
Unreal Engine 5 - GASP Dynamic Additive Overlay (Overview v1.16)
Просмотров 92314 дней назад
A thorough breakdown of the Entire GASP - DAO System BuyMeACoffee: buymeacoffee.com/j0hnc0nn0r Release Video: ruclips.net/video/upWIKxX9KsE/видео.html Project Files: drive.google.com/file/d/1AOV5LoecijaobCvC8IblW-HTkfpIgAI9/view?usp=sharing Join our Discord To Stay Up To Date on the Project and Future Videos: discord.gg/38ceaJ67Eu 0:00:00 Intro 0:09:30 Character Blueprint 0:16:15 Animation BPI ...
Unreal Engine 5 - GASP DAO (Update 1.15)
Просмотров 74514 дней назад
GASP_DynamicAdditiveOverlay(1.15): -Renamed Data Asset Arms for better Clarity -Added another Slot for Full Body Overlay -Re-named the OverlaySlot to UpperBodyOverlay BuyMeACoffee: buymeacoffee.com/j0hnc0nn0r Release Video: ruclips.net/video/upWIKxX9KsE/видео.html Project Files: drive.google.com/file/d/1AOV5LoecijaobCvC8IblW-HTkfpIgAI9/view?usp=sharing Join our Discord To Stay Up To Date on the...
Unreal Engine 5 - GASP DAO (Update 1.14)
Просмотров 52714 дней назад
GASP_DynamicAdditiveOverlay(1.14): -Add DisableIK MetaData Curve now to Disable all IK -Moved Update Layering Settings to Worker Thread -Added Ability To Properly Inject Layering Settings from Blueprints for Animation Montages -Fixed Slow Aiming when coming out of a Traversal while Aiming. BuyMeACoffee: buymeacoffee.com/j0hnc0nn0r Release Video: ruclips.net/video/upWIKxX9KsE/видео.html Project ...
Unreal Engine 5 - GASP DAO (Update 1.13)
Просмотров 90621 день назад
GASP_DynamicAdditiveOverlay(1.13): -Fixed Snapping of BlendSpace AimOffset -Fixed M4A1 Finger Issue Caused by Sequencer Bug -Re-Aligned Rifle Aim Animations for more Accurate Aiming -Fixed Shoulder Problem During Turning and Aiming -Temporary Fix for Head Problem where Head was looking in totally different direction while turning -Refactored Blendspace (Now being set from the Blueprint Weapon S...
Unreal Engine 5 - GASP DAO (Update 1.10)
Просмотров 1,4 тыс.21 день назад
Updates Include: Expanded Layering System Fire Recoil Anim Lyra Dance Anim Aim Offset Refactor BuyMeACoffee: buymeacoffee.com/j0hnc0nn0r Release Video: ruclips.net/video/upWIKxX9KsE/видео.html Project Files: drive.google.com/file/d/1AOV5LoecijaobCvC8IblW-HTkfpIgAI9/view?usp=sharing Join our Discord To Stay Up To Date on the Project and Future Videos: discord.gg/38ceaJ67Eu 0:00 Intro 1:30 Aim Of...
Unreal Engine 5 - GASP DAO (Update 1.08 Live Retargeting)
Просмотров 91328 дней назад
In this video I'll discuss how to handle hand correction on Live Retargeted Characters as well as discussing the changes that I've made in the project. BuyMeACoffee: buymeacoffee.com/j0hnc0nn0r Release Video: ruclips.net/video/upWIKxX9KsE/видео.html Project Files: drive.google.com/file/d/1AOV5LoecijaobCvC8IblW-HTkfpIgAI9/view?usp=sharing Join our Discord To Stay Up To Date on the Project and Fu...
Unreal Engine 5 - GASP DAO: Fixing Animations For Custom Guns
Просмотров 1,8 тыс.Месяц назад
In this video I'll show you how to modify the Rifle Poses for Custom Weapons. BuyMeACoffee: buymeacoffee.com/j0hnc0nn0r Release Video: ruclips.net/video/upWIKxX9KsE/видео.html Project Files: drive.google.com/file/d/1AOV5LoecijaobCvC8IblW-HTkfpIgAI9/view?usp=sharing Join our Discord To Stay Up To Date on the Project and Future Videos: discord.gg/38ceaJ67Eu 00:00:00 Intro 00:05:35 Aim Sweep 00:23...
Unreal Engine 5 - GASP DAO: Adding States (Part 2)
Просмотров 1,3 тыс.Месяц назад
In this video I'll show you guys how to setup the Corrected Animations/Poses in a State Machine. The Next video after that will show you how to modify the Rifle Poses for Custom Weapons. BuyMeACoffee: buymeacoffee.com/j0hnc0nn0r Part 1: ruclips.net/video/tYFypFiuVh8/видео.html Release Video: ruclips.net/video/upWIKxX9KsE/видео.html Project Files: drive.google.com/file/d/1AOV5LoecijaobCvC8IblW-H...
Unreal Engine 5 - GASP DAO: Adding States (Part 1)
Просмотров 767Месяц назад
In this video I'll show you guys how to use the control rig to modify One Handed Poses, in the next video I will show you how to set them up on a State. The Next video after that will show you how to modify the Rifle Poses for Custom Weapons. BuyMeACoffee: buymeacoffee.com/j0hnc0nn0r Part 2: ruclips.net/video/UDIY-hd4odY/видео.html Release Video: ruclips.net/video/upWIKxX9KsE/видео.html Project...
Unreal Engine 5 - GASP Dynamic Additive Overlay (1.04)
Просмотров 481Месяц назад
Update on some refactoring changes. BuyMeACoffee: buymeacoffee.com/j0hnc0nn0r Release Video: ruclips.net/video/upWIKxX9KsE/видео.html Project Files: drive.google.com/file/d/1AOV5LoecijaobCvC8IblW-HTkfpIgAI9/view?usp=sharing Join our Discord To Stay Up To Date on the Project and Future Videos: discord.gg/38ceaJ67Eu
Unreal Engine 5 - GASP Dynamic Additive Overlay (Release 1.03)
Просмотров 1,6 тыс.Месяц назад
An Update on the Project Release Video: ruclips.net/video/upWIKxX9KsE/видео.html Project Files: drive.google.com/file/d/1AOV5LoecijaobCvC8IblW-HTkfpIgAI9/view?usp=sharing Join our Discord To Stay Up To Date on the Project and Future Videos: discord.gg/38ceaJ67Eu
Unreal Engine 5 - GASP Dynamic Additive Overlay (Overview)
Просмотров 1,8 тыс.Месяц назад
A Breakdown of the Setup as well as a quick breakdown of some other things as well Release Video: ruclips.net/video/upWIKxX9KsE/видео.html Project Files: drive.google.com/file/d/1AOV5LoecijaobCvC8IblW-HTkfpIgAI9/view?usp=sharing Join our Discord To Stay Up To Date on the Project and Future Videos: discord.gg/38ceaJ67Eu 0:00:00 Intro 0:02:30 IK Hack Problems 0:07:45 Virtual Bones 0:11:34 How The...
Unreal Engine 5 - GASP Dynamic Additive Overlay (Release 1.0)
Просмотров 2,1 тыс.Месяц назад
Unreal Engine 5 - GASP Dynamic Additive Overlay (Release 1.0)
Unreal Engine 5 - Advanced Motion Matching Dynamic Overlay Layering (Coming Soon)
Просмотров 1,6 тыс.Месяц назад
Unreal Engine 5 - Advanced Motion Matching Dynamic Overlay Layering (Coming Soon)
Unreal Engine 5.4 - Motion Matching Dynamic Additive Layering (Part 4.1)
Просмотров 886Месяц назад
Unreal Engine 5.4 - Motion Matching Dynamic Additive Layering (Part 4.1)
Unreal Engine 5.4 - Motion Matching Dynamic Additive Layering (Part 4)
Просмотров 2,2 тыс.Месяц назад
Unreal Engine 5.4 - Motion Matching Dynamic Additive Layering (Part 4)
Unreal Engine 5 - ALS vs Motion Matching (Performance Profiling)
Просмотров 2,7 тыс.Месяц назад
Unreal Engine 5 - ALS vs Motion Matching (Performance Profiling)
Unreal Engine 5 - ALS vs Motion Matching Performance (36% Faster)
Просмотров 7 тыс.Месяц назад
Unreal Engine 5 - ALS vs Motion Matching Performance (36% Faster)
Unreal Engine 5.4 - Motion Matching: Dynamic Additive Layering (Part 3)
Просмотров 2,6 тыс.Месяц назад
Unreal Engine 5.4 - Motion Matching: Dynamic Additive Layering (Part 3)
Unreal Engine 5.4 - Motion Matching: Dynamic Additive Layering (Part 1.5)
Просмотров 1,2 тыс.Месяц назад
Unreal Engine 5.4 - Motion Matching: Dynamic Additive Layering (Part 1.5)
Unreal Engine 5.4 - Motion Matching: Dynamic Additive Layering (Part 2 - Optional)
Просмотров 1,5 тыс.Месяц назад
Unreal Engine 5.4 - Motion Matching: Dynamic Additive Layering (Part 2 - Optional)
Unreal Engine 5.4 - Motion Matching: Dynamic Additive Layering (Part 1)
Просмотров 11 тыс.Месяц назад
Unreal Engine 5.4 - Motion Matching: Dynamic Additive Layering (Part 1)
Unreal Engine 5.4 - Motion Matching: Turn In Place (Overview)
Просмотров 2,1 тыс.Месяц назад
Unreal Engine 5.4 - Motion Matching: Turn In Place (Overview)
Unreal Engine 5.4 - Motion Matching Anim Montages (Traversal Overview)
Просмотров 3,3 тыс.Месяц назад
Unreal Engine 5.4 - Motion Matching Anim Montages (Traversal Overview)
Unreal Engine 5 - Fixing Looping Animations (Manually)
Просмотров 446Месяц назад
Unreal Engine 5 - Fixing Looping Animations (Manually)
Unreal Engine 5.4 - Motion Matching: Problems and Solutions
Просмотров 3,4 тыс.2 месяца назад
Unreal Engine 5.4 - Motion Matching: Problems and Solutions
Unreal Engine 5.4 - Motion Matching: Cost Bias, Offset Root Bone, Steering (Overview)
Просмотров 1,3 тыс.2 месяца назад
Unreal Engine 5.4 - Motion Matching: Cost Bias, Offset Root Bone, Steering (Overview)
Do you think that it would be difficult to setup the project for top down isometric view? Not talking about aiming and such, just the movement. I haven't seen any video on youtube showing the results.
thank you as always for your work
Yeah no problem.
I don't know if you noticed but the metahuman aim is 4-5 offset.. the retargeter does something to it
Yes I am aware and I'll be addressing this later, it's solely due to differences in Anatomy.
Боже, храни тебя и всех твоих близких за этот контент. Просто лучший
Thank you, you too.
if your trying to shoot straight, why not use the gun, add arrow and parent it to gun, place it at barrel and use its forward vector to spawn actors from it, sounds much better then messing with degrees
The reason why is because if you want a crosshair on the screen you still need the two lined up, and having an offset crosshair or one that moves is not something everybody is into, in fact I might go so far as to say most people wouldn't like that.
@@unrealdevop aaw, lol
@@unrealdevop well you can try add arrow to the camera center, then use its location and forward vector it to get an end point to use and start can be the weapon?
@@ArazStudio-op4cg The camera manager already gives you the aiming rotation of the camera, the rotator points towards the center of the screen, getting that information isn't a problem. Ensuring the weapon actually points in that direction is. You have to create your poses carefully to get it to line up properly. Even a slight offset and it may be noticeable. Also, I should mention if people wanted to use it for First Person and it is offset, this will become much more noticeable if that's the case.
@@unrealdevop aw i see, your actually creating an aim system lol, thats sounds tough
Hey, how do I blend/play full body animation in this motion matching system? can you please help me out
There is no simple way to make random animations, meant to be played across the full body, to blend perfectly in/out without modifying them in some cases. The nature of animation, even with motion matching, requires some amount of matching between animations they are meant for. This means that where in some cases depending on how they were designed they may blend out and in well, in most cases they won't without actually modifying the animations themselves or creating some kind of transition to bridge the gap.
why do the shadows do that hard "ON/OFF" when in the distance? can someone tell me the checkbox, cvar, or setting to change to make that further out or just not happen at all???
Yeah used to people used Distance Field Shadows for distant shadows.
Nice Mate, very Nice,
I’ve been playing with using a control rig to handle the aim offset. This moves the spine rotation out of the animation blueprint, drops the AO section in the Animation BP, and the control rig has the AimMath node and forward solve which does a lot of the hardwork. The offset root bone creates a headache to work around with the initial and goal targets in the control rig, and I have a drop on my FPS so I need to see if it is viable, but thought I’d see what you think as an option. I’ll try find the control rig tutorial I followed for the aim math nodes.
Yeah the offset root bone creates like 12 or more problems, and yet it only fixes one....I really feel like it's more of a hack and I don't like it at all. If they don't manage to fix that I'm not sure that their Motion Matching will be widely adopted. I can imagine they are catching a lot of flak for how it currently functions and so I'm hoping that it's enough to drive them into either fixing the problem with it or offering an alternative solution. If you can get around the problems it would possibly be do-able, but you need to know that there is really no way to calculate an aimoffset without considering the Offset Root Bone, Root location, into the equation. This is because it's both offsetting and counter-rotating the Root Bone to prevent foot-sliding.
With the one of your older downloads. I just added the linetrace to the camera for a quick fix. When I'm feeling lazy I just load up your project and test out free sketchfab rigs. The other day i put a mech and a house together in blender, then exported it into unreal. Wala a walking house lol.
lol
NOTE: If you downloaded this within 4 hours of me Posting, I uploaded the wrong one, I just re-uploaded it. NOTE 2: The Offset on both the Pistol Idle and Rifle Aiming when Applying the Breathing was just Fixed. If you have already downloaded **version 1.18** I just released a HotPatch fixing this**
yooooh! real thanks man.
Yeah for sure, I accidentally uploaded the wrong one several hours ago but it has been fixed.
Wow, you're awesome man. You have my eternal support honestly.
Hazzah!
where did the H come from? you only saved 3 so where did the heighmap come from? mine doesnt have a heightmap
Not sure what you mean, you should be able to transfer the heightmap of any Terrain, even if you didn't import one. That's my assumption anyway, I don't do this often.
U have to be the most comprehensive analytical person on YT that's deep dived into Motion Matching. Thank you so much for your work
Yeah for sure. I plan on doing some more videos on Motion Matching eventually. I just have to get some things out of the way before I'll have time for that.
@@unrealdevop amazing thank you. Let me know how I can help. I can offer the perspective of a successful entrepreneur/software engineer switching into game dev
@@ThePlatypotamus Yeah for sure, you can always drop me a message on Discord. My name on there is J0hnC0nn0r. My channel is in the Description.
Amazing work, always great to watch your videos, most unreal youtubers don't go in details like you do
Yeah I try to disclose things as best I can to help other's where I struggled.
my dudes still bent when i click pelvis and make it animation he will stand up but hes stretched when i put him to animation scaled he bends his knees
Yeah, These issues seem to be difficult to overcome in ALS honestly. It's a great system but it really requires retargeting and modification of all the animations. There is a way to do it with Live Retargeting but it's a bit of work and I haven't fully tested that yet.
@@unrealdevop i understand man im trying to give my game a last of us feel but set in war torn vietnam its crazy how i got him to stand up but its like he was to tall or stretched
I think setting ClaimHandle inside QuerrySmartObject task was not updating value in your AIController.ClaimHandle because it was under "Input" category? So it basically has no relation to AIController at all, and was a local variable to that task. But I'm still using interfaces too, seems more convenient, since my npcs need to remember stuff :)
Yeah, I don't remember that part and don't feel like going back through lol. I can tell you though that there are some issues with properly passing around variables in State Trees and I believe this will be fixed in 5.5
Appreciate you taking the time to test this, and I don't wanna dismiss your results here, but I don't think the performance difference has been properly isolated to the animations. It appears you have collisions enabled on your ALS characters, but not on the motion matching characters. In my experience, groups of characters/objects colliding repeatedly like this have a rather substantial performance impact. I'd wager a beer that the performance loss from the collisions is causing motion matching to appear far more performant than it actually is by comparison. If you get a chance to re-run this test at some point, I'd be curious what your results are with ALS characters ignoring collisions with each other.
Yeah I don't know about collision, I was using their default collision settings so if it was then that could have some effect on it. As far as doing another one I did and when you actually look at how long the Animation Instance takes to process on the Game Thread that part at least I can confirm took just as long for both. So from what I can gather at the Very least, Motion Matching was not heavier then ALS. That much seems to be apparent given the actual Profiling I did.
That's great, thank you for sharing this project. I'll give it a try soon. Keep up the good work.
At around 10:32 you can see how quickly the leg just snaps to the new position. Do you know what settings in the Foot Placement or Leg IK node control that speed? I've tried messing with everything under the "Interpolation Settings" section but it seems no matter what I can't smooth that out. It's pretty jarring when running over bumpy surfaces (like running over that less steep ramp by the circular column in the starter level).
Actually no, I'm not sure about that and I guess I never noticed it either. I wonder if the Mode you set it to plays a role in that as well though.
Love the vid. I'm trying to use a Line Trace System to do exactly what you're doing here, but with the following change: I'm line tracing from the camera to the player, and when that line trace collides with a mesh, I want it to set Custom Primitive Data Float to 0, and then when the line trace is no longer hitting the mesh, I want to set it back to 1. The former is easy, but now getting it to set back to 1 after the line trace is no longer colliding with the object is where I'm lost. End state is "When an object passes between the camera and the player character, cull the object material." When using the system from Part 1, the issue I find is that it will cull the material behind the player if the player is close enough, and playing with the value yields mixed results. I'm at a loss here.
Yeah idk, I haven't considered that approach, I suppose you could possibly connect a Collision Capsule to your Spring Arm and handle that from the Begin Overlap and End Overlap, I don't know how else you might handle that honestly. I'm not even sure how that would work, or what problems might come from it.
Could you show us how to apply damage and effects?
Damage system isn't really that hard to understand, there is already a basic framework for it built into Unreal. Effects are just fired alongside the animation or from the animation. I may eventually setup a damage system but I will keep it simple enough for it to be easily removed because I don't want to bloat the project. As far as Effects, I don't make VFX, so it would be hard for me to add anything like that unless I grab it from Lyra or a Royalty Free Project like that, which I may do.
This is exactly what I needed and I love you for it.
Yeah at one point I really needed it too but there were simply no good videos out there and the decent ones were locked behind paywalls.
Looking at your rundown on the Traversal Overview. I'm thinking instead of hitting jump button, you could use the same code just modified to do cover for a stealth or cover shooter game. By using the trace to get ledge to play montage to hurdle, vault or climb. It plays the montage to crouch to cover or stand to cover. Then if the player decides to Traverse over it then moves to the traversal code.
Yeah that's actually an interesting idea that would very likely work.
Bro thanks for the Tutorial but I have a problem. After adjustment I tried the animation and my arm disappeared. How can I fix that? (It only happens when I equip the weapon. The rest is still working.)
If it disappears then likely you are applying it as if it were a Mesh Space additive, but it isn't a Mesh Space Additive. either that or you have it setup as a Mesh Space Additive but your not Applying it as one.
i mean its really cool but the work scope is insane.
I'm taking it you haven't tried to use a custom character with ALS then.
But yeah I agree, that's the reality though, if you want good animation then you need to understand animation and you need to be willing to put in the work. The problem is that 99.99% of everybody want a Plug-N-Play animation system that blows $500,000,000 budget AAA game studios out of the way and make peoples jaws drop to the floor.....it's never going to happen though. There will always be some amount of work involved and those that aren't willing to put in the work just simply won't make it.
This Project btw wasn't meant to replace ALS or any other Free Marketplace Animation System. The only reason I started this project was to teach people these advanced animation techniques, my goal was never to provide people with a Plug-N-Play animation system. Although I am fully aware that some people have assumed it to be such.
@@unrealdevop for sure man. I'm personally making a cartoony game because I fully understand animation. What you're doing requires a team. It looks amazing though bro.
@@nawhz6292 Compared to making a normal animation system, it's actually quite light. The only thing people have to focus on is making single poses and simple animations.
Very Nice i have been struggling with this, much better result then what i got. cant wait to test it out
Yeah I got it at like 98-99% that last 1-2% is going to be difficult. I think 98-99% is pretty good though.
Can you make a tutorial on how to enter a city sample vehicle and set the body interaction with the door and also make him stay in the car?
That's pretty tricky. I may eventually get back into showing those things, right now I just don't have the time.
@@unrealdevopI'd rather see you develop this further to near perfection before any of that.
@@johnremp3470 Yeah I feel the same way, I still have a lot of problems to work out with this project before I start extending it any further. I was reluctant to even add replication because it adds several more levels of complexity to it. The Replication is there but I probably won't really be too focused on working out the problems with it until I finish working out the offsets with the Aim. That is going to require me to modify or completely redo a lot of those. Now that I have a control rig setup though it won't be that big of a deal. That part is something that I can actually do fairly accurately inside Unreal.
@@unrealdevop ty for the rep, im here waiting for your amazing videos
NOTE: I said Radians, it's just Degrees that show on the screen. Also, I'll try to fix the problem with the lean, it may be an Order of Operation thing.
Could it be possible to add step transitions as als v4 instead of feet slide when changing stance
Yeah that's coming next update....but it won't be a procedural system, it will be an example of how to achieve it given the current state of the Motion Matching System.
This is amazing. New sub!
Does this also work on smaller metahumans?
I mean Anatomy has it's limitations. Just like in real life you can't expect a child to be able to hold the barrel of a 50 cal Sniper rifle and walk with it the same way that a larger person can....you have to approach these things in that same manner when choosing the weapons that your characters are supposed to use.
To answer your question though, when anatomy is a limitation your only options are to not let them use that specific weapon, scale the weapon down, or have custom weapon poses specifically for that character that allows them to hold it differently.
@@unrealdevop That makes sense, thanks
I know that you tend to be rather busy, but I was wondering how you would get a ai character to use the aim states in this project? I've tried, and struggled so much trying to grasp the concept. Maybe it could be a tutorial for you to consider if you find the time. Thank you for all of your hard work!
Yeah I plan on adding Ai eventually but there is still so many requests. I'll try to find the time to setup an example of that but it's just as likely that I'll run into the same issues if it's related to the Offset Root Bone....which is literally screwing everything up.
@@unrealdevop I'm happy to contribute in the discord assuming what I come up with is useful to what you aim to achieve 😉
WARNING! SmoothSync - There seems to be a problem with Smooth Sync when Playing Montages. I think this may be due to the way he replicates Motion Matching. Montages with Root Motion will Desynchronize.
Any advice, workaround, solution or other way to do it yet?
@@chaqsilent Some people been looking into it. I believe that at least for the Traversals he may have found a solution or so I've been told. If this is the case then I may have misinterpreted what I seen. I'll update you guys if I find out I was wrong. It really did seem last time I checked that it was a Replication problem directly associated with how the Motion Matching was being replicated.
@@unrealdevop Thanks a lot for your full explanation and quick response. Hey, when a tutorial maker makes little mistakes, the people watching it will also learn what NOT to do. It is good if it happens. Buuuut, who knows.. maybe you are right and he is wrong.
@@chaqsilent Yeah we shall see, I believe the creator was under the impression that the Traversal Desynchronization we due to a Database issue. It's still up in the air though, we shall see.
Thanks! This helped fix a long standing bug where my character mesh was squashing when falling fast. Turns out I had Pelvis set to Animation instead of Animation Scaled XD
Yeah sometimes it's as simple as changing the translation retargeting settings
This video is 2 years old, and World Partition is equally frustratingly bad. The update is that they're sticking to it and will be deprecating world compositions... Granted they fixed a lot of the bugs but from a development and usability standpoint it's horrendous.
Yeah, I know a lot of people are not a big fan of it. I do believe over time it will get better, but we will just have to wait and see. Unreal Engine has becoming quite bloated over time. They have had to make some tradeoffs in performance to improve things though.
Saw the thumbnail and thought he was mewing. Very disappointed😞😞😞
Thank you so much for the project files, and for the videos, really helpful!
Glad you found it helpful man
bless you my friend lol. i'm still trying to figure out how to incorporate all this into my project without making my system lock up lol
lol I hear you. What kind of rig you got?
not a very good one lol I got it as a prebuild, so the best thing on it is an rtx 3060. I'm just new and ignorant to unreal engine.
@@justinsane7832 Yeah I think right now the Motion Matching isn't really multi-threaded and not much of this logic is currently thread-safe....so it's a bit heavy, that will improve in the future though. When 5.5 comes out if they haven't refactored their code I will.
@@unrealdevop ahhh, yea that sucks but understandable. I really appreciate your work with this channel. you've shown a lot of important stuff and leave out all the cliche crap lol
@@justinsane7832 Yeah but it's not heavier then ALS from what I've seen during profiling.
5:50 how did you create the rig control?
I don't have the option bake to control rig. How did you create that CR_Mannequin_Body? 6:10
@@Deculayn I brought it over from the UE5 Manny.
Excellent work, thanks for sharing! It would be interesting to see a melee attack added to this project.
That may be coming soon.
Awesome Break down and great Work!...Question How would I be Able To Disable The Foot Lock During Certain Montages? Seems They Are Locked Very well?
There is no real foot IK, just Leg IK, there are some problems with the FootPlacement system and they are working on it. If your having problems in there try re-downloading it. I have to do hot patches like 3 times within 30 minutes of release. The Foot Placement shouldn't be connected.
obrigado!
no problem
We need to identify why they chose to use the root bone rather than the skeletal mesh.
Yeah I tried setting up some logic for a foot locking system that would have worked without the Offset Root Bone but won't now because of that. I'm not exactly an expert in Vector Math, it's a weak point of mine and it's hard for me to find the time to properly learn it. The reason they use the root bone rather then the skeletal mesh I would assume, is likely because the skeletal mesh is easily accessible from the anim graph....but idk there may be some source code reason behind it.
Exactly what I was waiting for... you always deliver quality work and good explanations!
Thanks, like I said though I'll be reluctant to do these often....it took me nearly 2 hours lol
@@unrealdevop If so take your time broski, but I will be one of those people to thank you for taking that time out to release this.
Perfetto, Grazie mille ❤
Glad you liked it.
How to Make Control Rig?you Help...
Thank you