I just finished the "Multiplayer Attack Combo #5" tutorial. I am now doing this video and noticed that at time index 12:11, this video has an ABP_SandboxCharacter Event Graph that is different from "Multiplayer Attack Combo #5". This video has a new "Event BlueprintPostEvaluateAnimation" and a new "Event BlueprintUpdateAnimation." May I ask which tutorial these came from so I can update my project? 🐶 Thank you again for making these tutorials. 🙏
Hey. Thats all default stuff in the game animation sample. I havent really made any changes to the anim BP. If you are using another animation blueprint for your project you dont need to worry about it :)
Yes, it is very possible, its just hard to make it look good without animations that are specificaly made to only play on the top half of the body. You see most attack animations from packs and so on also has movement for the legs. So it you need to blend the walking animation and the upper body part of the attack animation so rotations of the spine and so on usually look off since the upper body of the animation relies on what happens with the legs and so on. But basically uou do the same layered blend per bone as we did here and then use a "upper body" slot to play the animation. I will prob show how its done if i make equip/unequip animations as it uses the same principle.
How would you go about applying the enumeration setup to a weapon that has different states? I tried adding the same enumeration setup to the current weapon but couldn't get it working. The only node I couldn't get was the get anim instance in the onrep function.
Not sure entirely what you mean :) But i plan to setup more example weapons and will prob do a gun soon since that seems to be popular if with states you mean aiming and stuff like that?
Hello, i have a question. i still use ue4 and been using desired rotation and when i use any type of montage the character changes to orient rotation when the montage ends...wanted to know if thats a glitch because it didnt happen before
Hey! If its from this code it would be the case that the tick never gets disabled again so the character keeps using the "Cached input rotation" variable from previous tutorials and sets the character rotation towards the input rotation even after playing the animation. We disable the tick after we enable the input again with the "CallSetInputEnabled" interface. So if the tick never gets disabled again it will keep rotating the character trowards the input rotation.
THANK YOU for this tutorial. The way you teach is amazing. I'm an artist and I'm loving these tutorials.
Super Tutorial Bravo !!!
Thanks :)
Thank you so much bro!
And thanks for watching :)
I just finished the "Multiplayer Attack Combo #5" tutorial. I am now doing this video and noticed that at time index 12:11, this video has an ABP_SandboxCharacter Event Graph that is different from "Multiplayer Attack Combo #5". This video has a new "Event BlueprintPostEvaluateAnimation" and a new "Event BlueprintUpdateAnimation." May I ask which tutorial these came from so I can update my project? 🐶 Thank you again for making these tutorials. 🙏
Hey. Thats all default stuff in the game animation sample. I havent really made any changes to the anim BP. If you are using another animation blueprint for your project you dont need to worry about it :)
@@JonatanIsaksson Understood, thank you. May I ask are you using 5.4 or 5.5.1?
May I ask, is there a way to do the melee attacks while running/walking? Maybe something similar to this Overlay tutorial you gave us?
Yes, it is very possible, its just hard to make it look good without animations that are specificaly made to only play on the top half of the body. You see most attack animations from packs and so on also has movement for the legs. So it you need to blend the walking animation and the upper body part of the attack animation so rotations of the spine and so on usually look off since the upper body of the animation relies on what happens with the legs and so on. But basically uou do the same layered blend per bone as we did here and then use a "upper body" slot to play the animation. I will prob show how its done if i make equip/unequip animations as it uses the same principle.
How would you go about applying the enumeration setup to a weapon that has different states? I tried adding the same enumeration setup to the current weapon but couldn't get it working. The only node I couldn't get was the get anim instance in the onrep function.
Not sure entirely what you mean :) But i plan to setup more example weapons and will prob do a gun soon since that seems to be popular if with states you mean aiming and stuff like that?
Yeah, for a weapon that has animation states to match what the character is doing like a bow for example.
Hello, i have a question. i still use ue4 and been using desired rotation and when i use any type of montage the character changes to orient rotation when the montage ends...wanted to know if thats a glitch because it didnt happen before
Hey! If its from this code it would be the case that the tick never gets disabled again so the character keeps using the "Cached input rotation" variable from previous tutorials and sets the character rotation towards the input rotation even after playing the animation. We disable the tick after we enable the input again with the "CallSetInputEnabled" interface. So if the tick never gets disabled again it will keep rotating the character trowards the input rotation.