Hola, Iove your tutorials! So happy that I found your content! I really like your way of explaining, but I am missing a littlebit a Step by Step approach so we could actually follow along with building a Statemachine.
@@UnrealGems That sound great! Really looking forward to it! May I ask a tiny question- I am trying to make a really simple car cofigurator, And I dont know which animation strategy would be the right one. At this point I only want to trigger all the four doors to open individually (they came in as individual Animation Assets from blender via fbx, the entire car beeing an skeletal mesh) I tried to trigger them via Blueprint- and it works, but as soon as I trigger the second door, the first door animation jumps back to the beginning- is there way of preventing that behavior? Or Do I need to look into more complex things Like montages,Statemachines, sequencers etc
You can make tutorial about Boss AI? Like a Darksouls or bloodborne or DMC? Imagine how amazing it was. Without plugin Or something from the UE marketplace.
Hey! Thanks for the comment! I will try to do something when I finish with the animation series. I may do one about AI in depth, because there are lots of new things in UE5. It will include bosses and other stuff from scratch, but bare in mind it will take a while. 😁
How do you connect the new state machine up to an output pose? I want to add separate state machines for different things such as keeping locomotion for idle walk/run, crouch and prone. But I want a different state machine for combat and other things. Any help would be greatly appreciated.
Thanks for the comment. You can use any cached pose as an input pose in any State. So just cache the output of the State Machine you want to reuse and you are good to go.
Hola, Iove your tutorials! So happy that I found your content!
I really like your way of explaining, but I am missing a littlebit a Step by Step approach so we could actually follow along with building a Statemachine.
Hi! Thanks for the comment! Good suggestion, I will look into making a video creating one from scratch. 😁
@@UnrealGems That sound great! Really looking forward to it!
May I ask a tiny question- I am trying to make a really simple car cofigurator, And I dont know which animation strategy would be the right one. At this point I only want to trigger all the four doors to open individually (they came in as individual Animation Assets from blender via fbx, the entire car beeing an skeletal mesh) I tried to trigger them via Blueprint-
and it works, but as soon as I trigger the second door, the first door animation jumps back to the beginning- is there way of preventing that behavior? Or Do I need to look into more complex things Like montages,Statemachines, sequencers etc
Awesome!!! Keep them coming 😊
More on the way! Thanks!
thank you for this detailed series you're making!
No problem! Thanks for the comment! Really glad that it is useful! 😁
Awesome tutorial. I've subscribed.
Thanks for the comment! Thank you for the subscription! 😁
You can make tutorial about Boss AI? Like a Darksouls or bloodborne or DMC?
Imagine how amazing it was. Without plugin Or something from the UE marketplace.
Hey! Thanks for the comment! I will try to do something when I finish with the animation series. I may do one about AI in depth, because there are lots of new things in UE5. It will include bosses and other stuff from scratch, but bare in mind it will take a while. 😁
@@UnrealGems Awesome. Thank you so much
I wish you GOOD LUCK
How do you connect the new state machine up to an output pose? I want to add separate state machines for different things such as keeping locomotion for idle walk/run, crouch and prone. But I want a different state machine for combat and other things. Any help would be greatly appreciated.
Thanks for the comment. You can use any cached pose as an input pose in any State. So just cache the output of the State Machine you want to reuse and you are good to go.