- Видео 49
- Просмотров 194 287
NanceDevDiaries
Канада
Добавлен 5 дек 2011
Sharing UE5 tutorials of what I learn as I enjoy crafting my game Portabellows with a mix of blueprints and C++, building up from the Lyra sample project.
I'm hoping this helps your game development in Unreal Engine 5 and/or to build off Unreal's Lyra Sample game. Lyra is a great learning sample to understand and dive in for best practices, so even if you're not basing your game off of it, it has invaluable examples for UI, game data and much more.
This channel is a fun adventure! I hope these videos help fellow game devs on their own game dev journey and I'm looking forward to improving my videos over time.
Thanks for watching and supporting!
I'm hoping this helps your game development in Unreal Engine 5 and/or to build off Unreal's Lyra Sample game. Lyra is a great learning sample to understand and dive in for best practices, so even if you're not basing your game off of it, it has invaluable examples for UI, game data and much more.
This channel is a fun adventure! I hope these videos help fellow game devs on their own game dev journey and I'm looking forward to improving my videos over time.
Thanks for watching and supporting!
Generate HLODs in a world partition level tutorial tips & tricks : save time and gain performance
I've been hard at work figuring out the HLODs of my game and am sharing a guide of what I learned and how you can setup your HLODs to save you time and performance.
⭐ join www.patreon.com/NanceDevDiaries for perks (credits, ad-free videos, early access, newsletter)
Finding information on this subject was hard and I spent a lot of time waiting on HLODs to generate with the wrong settings and them failing, I hope this video helps you skip all that time and your computer will thank you for that, for working overtime when you're sleeping or watching a show!
===============
🎮 Project details :
===============
Version of Unreal Engine : 5.4
Stack-o-bot game sample at www.fab.com/listings/b4dfff49-0e7d...
⭐ join www.patreon.com/NanceDevDiaries for perks (credits, ad-free videos, early access, newsletter)
Finding information on this subject was hard and I spent a lot of time waiting on HLODs to generate with the wrong settings and them failing, I hope this video helps you skip all that time and your computer will thank you for that, for working overtime when you're sleeping or watching a show!
===============
🎮 Project details :
===============
Version of Unreal Engine : 5.4
Stack-o-bot game sample at www.fab.com/listings/b4dfff49-0e7d...
Просмотров: 527
Видео
About my channel, and thanks!
Просмотров 1,2 тыс.Месяц назад
Why I made this channel, about it, a little about me, and thanks! ⭐ join www.patreon.com/NanceDevDiaries for perks (credits, ad-free videos, early access) 🎁 Thanks for watching and supporting! 🔊 More game updates or channel updates at : NanceDevDiaries: linktr.ee/nancedevdiaries Portabellows Game: linktr.ee/portabellowsgame
Rig your characters with modular rig in UE5 without rigging experience step by step tutorial
Просмотров 1,1 тыс.Месяц назад
Rig your characters in Unreal Engine 5 without rigging knowledge with a Modular Rig after this Step by Step Tutorial with Free Paragon Wukong mesh ⭐ join www.patreon.com/NanceDevDiaries for perks (credits, ad-free videos, early access) You may have a character that doesn't fit Unreal's pre-made mannequin control rig and you don't want to learn the complicated and long process of making one from...
Start editing your animation sequences with Control Rig in Unreal Engine 5
Просмотров 3,1 тыс.2 месяца назад
UE5 step by step tutorial for modifying animation sequences with control rig so you can add personality to your characters! ⭐ join www.patreon.com/NanceDevDiaries for perks (credits, ad-free videos, early access) This video will go through how to fix some hurdles with control rig : the feet IK (inverse kinematics) and hand IK are problematic out of the box, so this video will help you fix those...
Ease your camera rotation movement while using camera modes, spring arm component inspired UE5
Просмотров 1,5 тыс.3 месяца назад
UE5 Tutorial for improving your camera movement by adding camera rotation lag with camera modes. Code is in the description! ⭐ Join my Patreon for free or perks (credits, ad-free vids, early access) at www.patreon.com/NanceDevDiaries 🎥 Previous related videos Camera Volumes: ruclips.net/video/6q3HAlBkccc/видео.html Camera Lag: ruclips.net/video/eE983Wlst_M/видео.html This is an update to my cam...
UE5 Lyra eye blinks and facial expressions with Epic's Echo or your own character mesh tutorial
Просмотров 8783 месяца назад
In this tutorial I'll be importing Echo into the Lyra sample project, implementing auto eye blinking and allowing animating facial expressions with morph shapes and turn off auto blink for some montages! Hopefully this helps you add your own custom meshes to your game and add personality to your characters and make them feel alive. Project used : Lyra Sample UE5.4 and Animation Sample 5.4 Thank...
UE5 Minimap from World Partition Tutorial for use in-game and in-editor
Просмотров 2,9 тыс.4 месяца назад
In this tutorial I'll go over generating a minimap texture from your world partition levels. This has been useful for me to integrate a world accurate map with the player location and gameplay actor locations! This can be useful in-game and it's also very useful for in-editor just to make sure that you don't always have to have everything loaded all the time. It's great to have a visual represe...
UE5 Lyra Interaction Ability : sitting down on a chair using motion warping tutorial
Просмотров 2,2 тыс.5 месяцев назад
In this tutorial, we'll be implementing a sitting down ability. We'll use motion warping so that the character sits down on their target chair, looking all relaxed before they stand back up. This is meant for an introduction of how Lyra has abilities (pickup, sit) and can be expanded on for other interactive abilities with targets like opening up a door, pressing a button or anything for your g...
Camera Look Around Freely UE5 and Lyra Setup : shoot forward or at crosshair
Просмотров 1,7 тыс.5 месяцев назад
I'll be going through a setup for a free look-around camera and fix challenges related to that change in a Lyra based game. The pawn and camera rotation settings can also work in a non-Lyra UE5 project. This setup works well for platforming type games or games where you don't need the camera to always follow the pawn rotation. It's also really nice to be able to see your pawn's face! There is s...
CommonUI enable enhanced input support for navigation and action widgets in sample BP UE5 project
Просмотров 4,4 тыс.6 месяцев назад
I've updated my pause menu CommonUI project to support enhanced input so that our action widgets and navigation can read directly from input actions. Project in description! ⭐ ad-free at www.patreon.com/posts/ad-free-commonui-115033054, join my Patreon for free or perks (credits, ad-free vids, early access) This removes the extra step of an intermediate data table containing all the key info ab...
UE5 zoom ability tutorial : look sensitivity, outline widget and hiding the reticle in Lyra
Просмотров 9147 месяцев назад
You'll be making a binocular ability in this tutorial. We'll go over adding a scaling binocular widget outline, setting up mouse sensitivity and as a bonus, how to hide/remove the crosshair reticle when weapons are unequipped or while using the binocular ability. Engine version : Unreal Engine 5.3 Project based off : Lyra Sample Game 5.3 Thanks for watching! Join my Patreon to get video credits...
CommonUI bottom action bar, make a skip hold button for your credits screen tutorial UE5
Просмотров 2,1 тыс.7 месяцев назад
We'll be demystifying the CommonUI action bar, while creating a hold skip button, slow and speed up buttons in the action bar for the Credits screen in Lyra. I'm using Lyra since it already has common buttons setup, but you could use the knowledge in your own projects where you use CommonUI. I find it useful to be able to slow down and speed up a credits screen page, if someone misses a name, t...
UE5 Footprint and Impact Effect Setup in Lyra : Add Immersion to Your Game's Surfaces Tutorial
Просмотров 1,6 тыс.8 месяцев назад
In this tutorial, we'll be adding a sand surface type and setup its footprint, bullet impacts using Lyra's existing context effect setup. It adds a lot of immersion to have the surfaces react to our footsteps and bullets! We'll go through how to mask and specify Niagara VFX settings per surface, play a meta sound for each surface type (walking, or landing), go through how to add the animation n...
Sprint Gameplay Ability UE5 Lyra, allow your players to toggle or hold sprint input
Просмотров 3 тыс.8 месяцев назад
In this tutorial, you'll be implementing a sprint gameplay ability, and letting the player set if they want it to be a tap or hold input. You'll be creating a new input trigger to handle choosing one input trigger over another based on a user setting. Code at: github.com/NanceDevDiaries/Tutorials/tree/main/SprintAbility Some C required for user game settings to save Engine version : Unreal Engi...
Add your own game settings options using Lyra's framework UE5! Accessibility, game difficulty, etc.
Просмотров 2,4 тыс.9 месяцев назад
In this tutorial, we'll extend and go over the game settings that are used in the Lyra Sample project. In this tutorial, we'll be adding accessibility options in a new tab and a setting in an existing tab! It's a nice modular way of exposing player config/saved settings to UI and specifying how we want the button/IU to look. GameSetting is a plugin in Lyra, so far I haven't had the chance to ex...
UE5 add camera lag to Lyra's Camera modes same way as the spring arm component!
Просмотров 2,6 тыс.9 месяцев назад
UE5 add camera lag to Lyra's Camera modes same way as the spring arm component!
UE5 CommonUI tabbed menu sample project blueprint overview
Просмотров 2,8 тыс.10 месяцев назад
UE5 CommonUI tabbed menu sample project blueprint overview
UE5 Thumbnail to texture plugin : set a transparent background or a custom background!
Просмотров 91210 месяцев назад
UE5 Thumbnail to texture plugin : set a transparent background or a custom background!
Bubbles surface pop VFX Tutorial : using UE5 Niagara variables to set water height
Просмотров 3,6 тыс.11 месяцев назад
Bubbles surface pop VFX Tutorial : using UE5 Niagara variables to set water height
Creating a UE5 Lyra Gameplay Ability : Glide
Просмотров 3,9 тыс.11 месяцев назад
Creating a UE5 Lyra Gameplay Ability : Glide
Generate textures from your asset thumbnails! Free UE5 blueprint friendly plugin
Просмотров 2,2 тыс.Год назад
Generate textures from your asset thumbnails! Free UE5 blueprint friendly plugin
UE5 Game UI Dialogs : create your own yes/no prompts, Lyra's CommonUser and CommonUI tutorial
Просмотров 3,9 тыс.Год назад
UE5 Game UI Dialogs : create your own yes/no prompts, Lyra's CommonUser and CommonUI tutorial
NPC Spawner Part 3 : Behavior tree, use pawns without a player state ue5 Lyra
Просмотров 1,8 тыс.Год назад
NPC Spawner Part 3 : Behavior tree, use pawns without a player state ue5 Lyra
Create teams for NPC : AI Spawner Part 2. Have a dedicated team for NPC only!
Просмотров 1,5 тыс.Год назад
Create teams for NPC : AI Spawner Part 2. Have a dedicated team for NPC only!
AI spawner for Lyra : teams, pawn data and how to make them fight in UE5! NPC spawning Part 1
Просмотров 5 тыс.Год назад
AI spawner for Lyra : teams, pawn data and how to make them fight in UE5! NPC spawning Part 1
Customize Lyra Options Menu : add new tabs with a CommonUI animated widget switcher UE5
Просмотров 2,9 тыс.Год назад
Customize Lyra Options Menu : add new tabs with a CommonUI animated widget switcher UE5
One material to rule them all : color your instances with Custom Primitive data in UE5
Просмотров 1,4 тыс.Год назад
One material to rule them all : color your instances with Custom Primitive data in UE5
Car to Lyra Character and back again UE5 Lyra tutorial : Possess a car part 2
Просмотров 3,4 тыс.Год назад
Car to Lyra Character and back again UE5 Lyra tutorial : Possess a car part 2
Possess a car in a UE5 Lyra sample project : let's download a car!
Просмотров 3,7 тыс.Год назад
Possess a car in a UE5 Lyra sample project : let's download a car!
Support more or less languages for your Lyra based game : UE5 Lyra menu customization part 1
Просмотров 1,1 тыс.Год назад
Support more or less languages for your Lyra based game : UE5 Lyra menu customization part 1
Very good video. Please continue to make videos like this!
Do I still need to do the step with the 3rd person content with 5.4's autoretarget feature?
Thank you so much for the explanation. As my character is riding on a flying creature I was struggling to find a good tutorial on HLODs so I could create them correctly. This one gave me hope. I was almost about to replace my landscape with actors with nanite enabled to solve the distance issue but I guess I‘d run into different issues then.
Would love to know how to replace nanite trees using HLOD. Ive seen it done in a Unreal talk and have been scratching my head ever since lol. great video !
Hey best way to optimize Landscape is not to use Landscape.Unreal tools for World Creation aren't ready to create game.Fixing performance with them is wasting time.Yes you can but you will still loose 3x Frames . Use Tin Meshes,Or External Clip Map tool.
I really appreciate your tutorials! I've got a question to consult you,how to switch between single shot and continuous shot modes in lyra project?
Sorry for my English! The author! Thank you very much! This is the only video that helped me, everything works except one.. The tiles of the landscape become blurred and always "grow" above the original landscape. One can easily see the huge, high junction between the Hlod of the landscape cell and the original cell. I wish I could send you a screenshot. I'm exhausted(😓
I've been combing through a lot of modular control rig videos because I have a couple issues I'm trying to troubleshoot (I'm doing a horse rig, which has been...interesting), mostly to do with some of my controllers not following the axis orientation of the joints they're assigned to and some weird deformations when baking animation assets to the rig. While this video didn't help out with those issues specifically, I have to say that this is by FAR the best video I've come across on modular control rigs. You don't spare any details, go through possible pitfalls and what you've learned while working with it, and you even just took a sec to show your connections in the Module Hierarchy tab. That last one is something I've seen no one else do when it was very much needed in building a non-humanoid character that won't always automatically populate your mesh with the proper sockets. Thank you, and you've got a new subscriber in me!
Thanks and glad that was helpful! Non-humanoid characters are hard to rig 😅
@@nancedevdiaries I've definitely been feeling that haha. I've had a little rigging experience here and there over the years, but I'm definitely no rigger. But I needed a quick way to animate some characters in UE5 for a project deadline so here we are 😂
I been using uefn to make games its cool but so limited this kind of stuff is exactly what I am looking for and the ideas are very much like uefn ty!
This video is so underrated in the amount of information it provides and questions it answers for those of us struggling with World Partition HLODs. Thank you Queen.👑
good videos well done thanks
Hi. Do you know if it is ok to use the mechanics and assets from the lyra in my own game and sell the game i make from it online?
As far as I know, it's allowed "You may feel free to use any of these systems or elements in your own games" at dev.epicgames.com/documentation/en-us/unreal-engine/sample-game-projects-for-unreal-engine. You have to comply with Unreal Engine End User License Agreement (EULA) at www.unrealengine.com/en-US/eula/unreal and www.unrealengine.com/en-US/eula/content. The relevant parts I found in the EULA are: "“Examples” means the code, artwork, or other content made available by us in the Samples and Templates folders in the install directory. "b. Distributing Examples" You may Distribute Examples (including as modified by you) in Source Code or object code to any third party." It's hard to find the correlation between commercial use and distribution, I'm not well versed in lawyer talk :D. But I've seen games or commercial projects that are based off Lyra. As much as I can find online the only things you may not do are: - Sell the assets by themselves (seems ok if they're part of a asset pack or project but not the main focus) - Use the assets in an engine other than Unreal Engine I'd love to also have a definitive answer to this question online and/or from an unreal rep but I trust the samples are fair use with the info I found online. So anyone don't hesitate to share if you find more concrete info. Thanks for the question!
thanks for such a detailed tut, hope your development for Portabellows goes great, keep the spirit and the willpower going and much support to your endeavours
Thank you!
I have an actor just empty. And then i spawn mesh at runtime for this actor. Does HLOD work for this case?
I don't think so, since HLOD generation doesn't happen during runtime, and generating HLOD for an empty actor would not produce anything. I'd also like to find out more how to handle runtime spawned actors, specially if there's a lot and performance tanks. I'd think good LODs. Do share here if you find out :). On another note, level instances I'd be curious how HLODs work for those, haven't personally tested but I'd image they'd come with their own HLODs.
Thanks for the video! I am currently trying to make use of the simple cross widget navigation mechanisms. I use the common buttons for that. Now I am thinkin, how could I: 1) Replace which buttons are used for navigation 2) Make the buttons react to more than just the configured input action, but listen to multiple actions, adapting the buttons behavior 3) Make the buttons really not broadcast the IA, as currently it seems even the generic inputs get broadcast to all buttons when they implement the respective input event Any advice would be very appreciated! Thanks
Is there a way to add a Pickup/Toss/Throw animation into Lyra player? Thank you for this tutorial!!!
Is there a way to do a toss/throwing animation with Lyra?
finally!!!! thank you!!! I was stuck on how this worked because I want to build my game up I had no clue what hlods was
Hey Can u Tell me why my actor is showing in editor viewport but not in game window?
Could your actor have “Hidden in Game” checked? Or maybe it's streaming and not loaded and doesn't have HLODs?
Does this also work with level thumbnail captures? And if so could you update it to work with 5.4? I tried to do update it manually myself, but I got too many errors when trying to rebuild. :(
Here's the updated 5.4 branch : github.com/NanceDevDiaries/ThumbnailToTextureTool/tree/5.4 I'm not sure what you mean by "level thumbnail captures" but it works with static meshes and blueprints. My older version works with most assets that have a thumbnail already but no options for background or transparency at github.com/NanceDevDiaries/ThumbnailToTextureTool/tree/1cc942cba4813c3e5726341e977177189b490fe1
yea same for me, an updated version would be lovely. :)
I was asking if it was able to turn the thumbnail captures of a .umap file, but now that I've tried it myself I see it can't sadly.
Thanks for the video, it's really helpful, wish more people went into it like this. One thing I'm having trouble getting my head round is the following: I setup an linked anim layer in the Anim BP and it's running it in PIE and ingame BEFORE I even set LinkAnimClassLayers with the relevant layer class.? (5.4.2). Is this normal behaviour, I thought it'd only run it when I use LinkAnimClassLayers.
Thanks, happy to hear it's helpful! Interesting, could it be that your character has an item equipped on spawn and that's setting the linkedAnimLayer? Or in your ABP's AnimGraph in the LinkedAnimLayer node, in the details you might have set an "Instance Class".
@@nancedevdiaries Thanks, you're a star. It was the latter. I didn't realise I could get it to work without setting that. It's always the simple thing that go unnoticed and cause the head in brick wall scenario! Subbed to your Patreon :)
@@valmirius Awesome, glad that was it! Agreed on the brick wall scenario, happens a lot :D. Thanks for subbing :)
Awesome tutorial as always, before watching I was quite confused about how the action bar works in Lyra. 🙂
Finally an explanation about HLODs, well needed. Thank you :)
great video , thanks 🙏
Tillykke:) You nailed it! I know what you went through, cause getting vehicles into Lyra was my goal from Lyras start. I spend many hours side by side with you and Astaraa, but I went with the key forwarding, since possessing was too hard for me to figure. I havnt been on UE for long time, so it made me soo happy to see that you actually cranked it. There are much to learn from this video, also in other aspects. Thank you N.
you are amazing , please keep going
can you show how to add sounds and vfx to this?
Good idea for a new tutorial, I'll make a note. In the meantime, you can add vfx and sfx as part of the swim montage as notifies :)
@@nancedevdiaries alright thanks just a tutorial in general about best practices for adding sounds and replicating and stuff would be amazing
You´re the best! ^^
how to write end overlap? when 2 overlap each other, I tried
I'll have to look into that, we could make use of the camera mode stack, so it takes care of blending in and out but I did make the camera mode in the volume separate. Good question, I sort of figured something related out with the rotation lag videos but I forget if it fixed the lerping between camera mode volumes that overlap.
@@nancedevdiaries It would be interesting to see how to do this. I understand how to do it in theory, but my knowledge of C++ is not enough.
Your indie game looks so good!
Thanks Candace!! ❤️
I have a problem where Client can not trigger Wait Target Data. Do you have any idea how I can debug this or fix it? Thank you for the help
Interesting! I wonder if it could be : - The ability's Net Execution Policy in the ability's class defaults is not set to 'Local Predicted' - Maybe the execution path doesn't lead to the Wait Target Data node on client, maybe there's a HasAuthority node on the way? I'd set breakpoints on the Client Ability and see what's going on. Good luck!
Ive been using inreal since 4.12 as well! The difference being that there are no game dev jobs where I live, and so the time that I have had with the engine has been only after work. Full time job fixing computers sucks out my creative juices. If I'm lucky, I only get 1 or 2 days a week that I can pour myself into my project. Wife and daughter on top of it. I have to take time off from it too since I end up working myself 24/7 just to get the stuff made that I want to. It sucks. I just want to make games but its not accessible. Hoping my passion project takes off once I get it closer to completetion so that I can do what I want for a living, and make cool games.
I totally relate with the brain being just tired after work, hard to feel creative even with a creative job after work to be honest! I was incredibly lucky to land a game job when there were not many options in my hometown but I've had to move since then to find jobs and get different experiences. That sounds exhausting, I'm impressed you have energy with the added responsibilities of being a parent to make games. I hope your passion project takes off too and you keep getting enjoyment out of it. Every little bit, every iteration pushes the project forward :). It feels amazing to see a game evolve, become itself, I've felt frustration how slow it was sometimes with a full time job. Saving and chipping away at my own project for years helped keep it alive and it's completely worth it.
Hi!! I good like to ask something, Im trying to add the manacost to the sprint, but i havent be able to do it, i make the sprint just on hold cause dont like the toggle for the type of game im doing, can you help me a little bit with it?
Hi! I have a video that covers mana cost but not continuous cost at ruclips.net/video/bwg1yspDKg0/видео.html. On top of that video tutorial, to make a cost retrigger over time, you could commit the ability cost continuously with a timer (that's what I do for glide 'air' attribute personally) and end the ability if the cost fails. I honestly haven't found the "best" way to apply continuous cost, pleas share if you do :). Another way is that the ability with a cost itself triggers again and again like the Lyra fire ability but it might not fit for sprinting. That way the ability takes care of not starting if the cost check fails.
You're an inspiration subbed on patreon!
Thank you so much! Your channel and Patreon look awesome!
Your channel has been my go-to anytime there is a relevant tutorial to my challenges. It's a guarantee that what you're teaching and showing will be correct, clean, and well explained. Thank you for the Lyra videos, it's been so hard to find quality content regarding it.
Thank you so much!
Just know that what youre doing on this channel is amazing. Iwould love to see how to change the movment in lyra to make it Valve like, cany u do a vid on something like that? Thanks a loot.
Thanks! Valve as in Half-life, Deadlock?
Great video, thanks for all the content
Merci beaucoup pour toute tes videos (je sais que tu parles francais ^^) Je t'avais envoye un email d'ailleurs mais malheureusement sans reponse.
Bienvenue! Tu as reconnu mon accent francophone :D! Mon français parlé est un peu rouillé. Désolé du délai, ça va me prendre un peu de temps a trouver mon tempo et je suis pas sûre si je veux déjà offrir du tutorat, ou sessions 1-on-1. Je suis 100% dévouée a mon jeu et faire des vidéos tutoriels au moment, peut être l'an prochain. Je peux prévoir vouloir être consultante un moment donné quand même, surement un nouveau tier sur Patreon, ou Paypal. J'ai beaucoup a apprendre volet 'travailler a mon propre compte' :). Entretemps, voila un discord super utile pour Lyra (au cas ou tu es pas déjà dans le server) discord.gg/dtDQ5g72 J'aime bien aider si c'est de quoi que j'ai tombe dessus déjà quand même en général.
@@nancedevdiaries Merci pour ta reponse. Pas de soucis je comprends tout a fait ^^
Good luck with the channel. A suggestion i would like to see is optimization in ue5. I feel everyone goes too surface level. An optimization series would be fantastic.
Thanks! Fantastic idea, will write it down. My next subject touches a bit on it on the GPU side with HLODs :)
@@nancedevdiaries Is it about Unreal Insights?
Thank you, is there add a sword with sword attack anims to Lyra. And keep all the current Lyra weapons?
I'm not sure about it keeping the Lyra weapons, but this RUclipsr has a few video tutorials on the subject www.youtube.com/@xultix. I saw their result video a while ago and looks like they broke down their process in a few videos, I hope that helps :) ruclips.net/video/3w46tQFNYM8/видео.html
Thank you, is there a way we can add a sword with sword attacks and sword running?
You could duplicate and repurpose some weapon animations and edit with the control rig if you don't have new animations ruclips.net/video/F47k9QFr7Gg/видео.html. As for sword in Lyra, www.youtube.com/@xultix seems to have that covered.
Looking for ways for artists to make games with Lyra as a base. Thank you for your videos. Portobello looks Amazing.
Thanks, you are helping me developed my game! I have an idea for a Multiplayer game and your videos are helping me understanding the way to do it
Thanks Nance! Love your channel and greatly appreciate the help!!!
Thanks Bro
Love this channel, I'm forever grateful for the amount of knowledge I got here. Btw any chance on tutorial how to make a character in Lyra with animations and traversal functionality from GASP?
Thanks! That would be an interesting one to dive in. So far closest I have is this one where I migrate Echo from GASP (I had to google that haha didn't know gameplay animation sample project had an acronym) at ruclips.net/video/q_lq0HmcVZE/видео.html. I agree it would be awesome to get that "free" traversal like vaulting/nice motion matching library etc. into Lyra. It probably would be a difficult merge since Lyra has its animation layers per weapon, but I might attempt it some day. I wonder if someone already looked into it online, if you find anything, please share here :). I haven't played with GASP in multiplayer, it probably behaves well, if they have that figured out, then that would be best.
Your channel and ChatGPT have been my mentors on learning Unreal and Lyra from scratch. Thank you very much!
thanks
Please marry me
Thanks a lot ❤