ATTENTION: In the video, I'm offsetting the aiming camera using Target Offset. That's wrong, and you should use the Socket Offset, otherwise your camera won't be consistent upon character rotation. Apologies!
@@MattCourtoisAnim Maybe rebuilt the system with local component and adding sockets to the character, rebuilt the video if you think this is the wrong way to do (newbie like me can take this as a correct way), i actually have a pawn with his own sockets // FPS and TPS sockets and i switch (own switcher) between them with the sockets location, more easy way for c++ conversion ,i found recently a good way for it, my main issue is the smooth length transition, i'll probably use a curve. hope later you'll release some great content as it is. keep continue
Exactly. And you could also think of a simple system to control the layer weight based on the speed, to prevent anims to play while running for instance.
Great tutorial! Especially regarding the layers, hard to find a simplified layer tutorial. Only thing, isn't better, instead of the animation BP casting continuously to the 3rd person character, to do the opposite? Only cast once from the 3rd person character to the animation BP when we press the RMB and once when we release it, to update the variable 'aiming' in the animation BP?
Hi, I'm following along with this tutorial (in 4.26.2) and I'm having a problem with the aim layers. I was able to get the camera working fine but when I have the additional animation layer it seems to also override the aiming direction of the animation so it now follows the movement direction again instead of following the mouse look. The ThirdpersonCharacter Rotation is still set to Use Controller Desired Rotation (and Orient Rotation to Movement is still disabled). Any idea how to fix this?
Hey man, good to see you here! I'm not sure I exactly understand your problem. Are your referring to the fact that the aim does not follow the mouse at all? If yes, that's normal as the tutorial covers the very basic of the mechanic, not a full aiming blendspace. If there is something more, feel free to hit me on Discord, I'll be able to provide more help there. Take care!
@@MattCourtoisAnim hi! yeah, I think I misunderstood the extent of how much the Desired Rotation option should override the torso pose and the solution is it needs a blendspace for aiming... I guess I misinterpreted what I saw in the footage: it looked to me like it was already aiming correctly for you but I suppose you just weren't strafing while in the ironsight position.
ATTENTION: In the video, I'm offsetting the aiming camera using Target Offset. That's wrong, and you should use the Socket Offset, otherwise your camera won't be consistent upon character rotation. Apologies!
not a prob i actually use this system for a pawn just to try and see if it's good for c++ conversion later, thank by the way !
@@threedai That's actually pretty weird that it is world-based. There might be a reason I just don't see for now.
@@MattCourtoisAnim Maybe rebuilt the system with local component and adding sockets to the character, rebuilt the video if you think this is the wrong way to do (newbie like me can take this as a correct way), i actually have a pawn with his own sockets // FPS and TPS sockets and i switch (own switcher) between them with the sockets location, more easy way for c++ conversion ,i found recently a good way for it, my main issue is the smooth length transition, i'll probably use a curve. hope later you'll release some great content as it is. keep continue
Wow, great tutorial, really helpfull , Thanks
Thanks for sharing your thoughts man, really appreciate it! Stick around!
This is pretty cool the trick of having many random animation for the top layer would be using random sequence node :)
Exactly. And you could also think of a simple system to control the layer weight based on the speed, to prevent anims to play while running for instance.
Great tutorial! Especially regarding the layers, hard to find a simplified layer tutorial.
Only thing, isn't better, instead of the animation BP casting continuously to the 3rd person character, to do the opposite?
Only cast once from the 3rd person character to the animation BP when we press the RMB and once when we release it, to update the variable 'aiming' in the animation BP?
Yep, sounds right, and way more optimized. Thanks for pointing that out!
DEEEEEEPER ! nice
Hi, I'm following along with this tutorial (in 4.26.2) and I'm having a problem with the aim layers. I was able to get the camera working fine but when I have the additional animation layer it seems to also override the aiming direction of the animation so it now follows the movement direction again instead of following the mouse look. The ThirdpersonCharacter Rotation is still set to Use Controller Desired Rotation (and Orient Rotation to Movement is still disabled). Any idea how to fix this?
Hey man, good to see you here! I'm not sure I exactly understand your problem. Are your referring to the fact that the aim does not follow the mouse at all? If yes, that's normal as the tutorial covers the very basic of the mechanic, not a full aiming blendspace. If there is something more, feel free to hit me on Discord, I'll be able to provide more help there. Take care!
@@MattCourtoisAnim hi! yeah, I think I misunderstood the extent of how much the Desired Rotation option should override the torso pose and the solution is it needs a blendspace for aiming... I guess I misinterpreted what I saw in the footage: it looked to me like it was already aiming correctly for you but I suppose you just weren't strafing while in the ironsight position.