UE5 Game Animation Sample - Sword Animation Overlay Tutorial

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  • Опубликовано: 4 фев 2025

Комментарии • 15

  • @hotsauce7124
    @hotsauce7124 Месяц назад

    THANK YOU for this tutorial. The way you teach is amazing. I'm an artist and I'm loving these tutorials.

  • @lordgionuovo
    @lordgionuovo 27 дней назад +1

    Super Tutorial Bravo !!!

  • @g-dojjo
    @g-dojjo Месяц назад +2

    Thank you so much bro!

  • @hotsauce7124
    @hotsauce7124 Месяц назад

    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. 🙏

    • @JonatanIsaksson
      @JonatanIsaksson  Месяц назад +1

      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 :)

    • @hotsauce7124
      @hotsauce7124 Месяц назад

      @@JonatanIsaksson Understood, thank you. May I ask are you using 5.4 or 5.5.1?

  • @hotsauce7124
    @hotsauce7124 28 дней назад +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?

    • @JonatanIsaksson
      @JonatanIsaksson  27 дней назад

      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.

  • @michaelvaughan2986
    @michaelvaughan2986 2 дня назад +1

    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.

    • @JonatanIsaksson
      @JonatanIsaksson  День назад +1

      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?

    • @michaelvaughan2986
      @michaelvaughan2986 День назад

      Yeah, for a weapon that has animation states to match what the character is doing like a bow for example.

  • @jameslogo8545
    @jameslogo8545 Месяц назад

    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

    • @JonatanIsaksson
      @JonatanIsaksson  Месяц назад +1

      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.