Note: I'll likely be doing a separate dedicated video on the Attach Bone. At 2:40 the description was actually in the ToolTip, I just overlooked it. This is what the numbers mean: X = Forward Speed, Y = Strafe Speed, Z = Backwards Speed
Thanks, yeah I've been really busy these past couple of weeks, this week especially. I'll start doing videos as soon as I can but the amount of content I can produce right now is limited by the amount of free time I have to do anything.
I basically wrenched a double jump into the surface level blueprint of the Jump Action Input... I'm sure there is a better way to double jump and I am trying to make double jump activatable and deactivatable. The jump has so many checks that I have to put bool checks if things are still valid at certain points of the jump so it knows that it can double jump. I want to be able to add multiple stacks of double, tripple, quad jumps etc... Still working on it!! Lol
Looking at your rundown on the Traversal Overview. I'm thinking instead of hitting jump button, you could use the same code just modified to do cover for a stealth or cover shooter game. By using the trace to get ledge to play montage to hurdle, vault or climb. It plays the montage to crouch to cover or stand to cover. Then if the player decides to Traverse over it then moves to the traversal code.
Awesome vid! Any chance for a follow up on how to implement custom gaits like sprint/holding weapon and maybe even adding a new traversal animation for higher climbing or diving through two blocks?
Yeah I will likely be doing videos on stuff like that soon. I already know how to do that but there are some new nodes that will make it much better as soon as they release them.
Thanks for the overview, this has been a bit of a mind melter trying to learn my way through it since it had so many references all over the place between different data bases and the anim notifiers. The team I'm working with want this system to be applied to things like trees and other objects and as it is I'm not sure how possible that is with how embedded this system is, it isn't very easily tweaked and the Splines are very particular in how they work (or don't hah!)
Yeah that's understandable. I'll be doing more videos like this with time. I can't guarantee that some of these earlier videos are 100% accurate. The system is still so new that it's very likely I may jump to conclusions that turn out to be false later.
Wow FINALLY found a useful video to help with Traversal in the Game Animation Sample. Thank you! Any idea how to correct the Motion Warping locations after adjusting the Capsule Height to prevent colliding into walls?
The wall collision problem is a by-product of the Offset Root Bone node on the anim graph which allows the character to be offset, even leave the capsule in some cases, in order to reduce foot sliding. It does this by looking at the root motion on the animation and offsetting it by the difference of the velocity and direction of that and the characters actual movement. With that said it's a known issue that they are currently working on so I haven't really investigated any temporary work-arounds for that. I have been too busy to investigate the inner workings of MotionMatching lately but I'll pick it back up soon.
@@unrealdevop Thank you for the through and insightful reply. I was referring to the vertical collision when the character jumps through the wall instead of over it after I edit the capsule collision height. Also, I notice the animation "flickers" if I change movement direction quickly. Is this also caused by the same issue?
@@macxike As far as I know they are both linked to the way the Offset Root Bone node works. like I said it allows the character to not be centered on the Capsule. It can move in relation to the capsule.....normally It never moves in relation to the capsule....honestly....in my opinion, think it was a bad idea to try to reduce foot sliding in such a manner, it feels more like a hack then anything. There are just too many problems related to it, The Aimoffset being one of the Biggest Problems.
Yeah I'm working towards that. Right now I'm getting ready to do a video on how to expand the animation system using advanced dynamic additive overlay techniques
Apparently that seems to be a limitation of the current Character Movement Component if I read the Read Me notes correctly. The new Mover is supposed to provide a solution for that, I'm assuming in 5.5 if we are lucky.
@@shannenmr Yeah that's true, but people are going to go off and buy that, only for this Sample Project to get Replication added to it when 5.5 comes out more then likely....but we will see, either 5.5 or 5.6 and I would rather use Unreal's Native Solution then a Marketplace asset personally. Motion Matching is still Heavily Under Development, there are still things lacking that are getting added in 5.5 and they will probably be improving it for a while.
Well any animations can be used in sequencer, but I don't know how well they blend into each other on frame 0. I take it that they like any other Transitional Based Animation Sets will. One thing people I think are forgetting is the fact that what you have here is basically 10 animations.....but in different directions....because these 10 animations cover 10 directions and start off on different feet, and some of them are split up such as the jumping....it comes out to be 500 Animations.....but don't expect to have enough animation here to cover anything but locomotion, because these are strictly Locomotion animations.
The stuff around 5 minutes seems like a bad way to do this.. wouldn't it be better to do a grid line trace and some sphere traces to find ledges you can mantle onto? Why would the mantle-able actor need so much manually added code on it?
Well that's a common approach to it but I believe they did it this way because they wanted to take advantage of some of the spline functionality to find points closest and test against the dimensions without having to do multiple checks along the top until you don't hit something which is at least one approach I have seen before. It takes much of the guess work out of it and makes it more reliable I believe.
@@jensjensen4038 Yeah, any animation you want to Motion Match against has to be root motion. It's a pre-requisite and it won't work without it. Also they are Motion Warping those Traversals to clear the varying gaps while in the air that's another reason why.
Lol I know!! Each vault animation is probably percentage based, but also depends on the thickness of the surface being vaulted. Thinner ledges do more of the leg swing over, but any thincker will more than not do the 360 thing!!
@@zeon3d755 Yeah I haven't tried that yet, but I'll look into it. I'm assuming your referring to these objects and not just some random objects on another map, because they have to be BP_LevelBlock_Traversal actors.
Well I always thought of ALS as something to learn from and the techniques they use are still 100% relevant such as Dynamic Additive Layering, which is actually from my understanding a technique they are using in Fortnite on their own Motion Matching System to overlay poses naturally onto the Motion Matching Output.
Note: I'll likely be doing a separate dedicated video on the Attach Bone.
At 2:40 the description was actually in the ToolTip, I just overlooked it. This is what the numbers mean: X = Forward Speed, Y = Strafe Speed, Z = Backwards Speed
Looking forward to more of your in-depth videos and tutorials 🙏
Thanks, yeah I've been really busy these past couple of weeks, this week especially. I'll start doing videos as soon as I can but the amount of content I can produce right now is limited by the amount of free time I have to do anything.
I basically wrenched a double jump into the surface level blueprint of the Jump Action Input...
I'm sure there is a better way to double jump and I am trying to make double jump activatable and deactivatable.
The jump has so many checks that I have to put bool checks if things are still valid at certain points of the jump so it knows that it can double jump.
I want to be able to add multiple stacks of double, tripple, quad jumps etc...
Still working on it!! Lol
awesome deep dive on this!
Thanks, glad you liked it.
Looking at your rundown on the Traversal Overview. I'm thinking instead of hitting jump button, you could use the same code just modified to do cover for a stealth or cover shooter game. By using the trace to get ledge to play montage to hurdle, vault or climb. It plays the montage to crouch to cover or stand to cover. Then if the player decides to Traverse over it then moves to the traversal code.
Yeah that's actually an interesting idea that would very likely work.
Awesome vid! Any chance for a follow up on how to implement custom gaits like sprint/holding weapon and maybe even adding a new traversal animation for higher climbing or diving through two blocks?
Yeah I will likely be doing videos on stuff like that soon. I already know how to do that but there are some new nodes that will make it much better as soon as they release them.
Thanks for the overview, this has been a bit of a mind melter trying to learn my way through it since it had so many references all over the place between different data bases and the anim notifiers.
The team I'm working with want this system to be applied to things like trees and other objects and as it is I'm not sure how possible that is with how embedded this system is, it isn't very easily tweaked and the Splines are very particular in how they work (or don't hah!)
Yeah that's understandable. I'll be doing more videos like this with time. I can't guarantee that some of these earlier videos are 100% accurate. The system is still so new that it's very likely I may jump to conclusions that turn out to be false later.
Wow FINALLY found a useful video to help with Traversal in the Game Animation Sample. Thank you!
Any idea how to correct the Motion Warping locations after adjusting the Capsule Height to prevent colliding into walls?
The wall collision problem is a by-product of the Offset Root Bone node on the anim graph which allows the character to be offset, even leave the capsule in some cases, in order to reduce foot sliding. It does this by looking at the root motion on the animation and offsetting it by the difference of the velocity and direction of that and the characters actual movement.
With that said it's a known issue that they are currently working on so I haven't really investigated any temporary work-arounds for that.
I have been too busy to investigate the inner workings of MotionMatching lately but I'll pick it back up soon.
@@unrealdevop Thank you for the through and insightful reply. I was referring to the vertical collision when the character jumps through the wall instead of over it after I edit the capsule collision height. Also, I notice the animation "flickers" if I change movement direction quickly. Is this also caused by the same issue?
@@macxike As far as I know they are both linked to the way the Offset Root Bone node works. like I said it allows the character to not be centered on the Capsule. It can move in relation to the capsule.....normally It never moves in relation to the capsule....honestly....in my opinion, think it was a bad idea to try to reduce foot sliding in such a manner, it feels more like a hack then anything. There are just too many problems related to it, The Aimoffset being one of the Biggest Problems.
can you make a full tutorial about this? I would appreciate it a lot and I believe many people just like me would too.
Yeah I'm working towards that. Right now I'm getting ready to do a video on how to expand the animation system using advanced dynamic additive overlay techniques
@@unrealdevop second it. Right now im trapped on the 'Chooser Tables', and I'm kinda stuck. No idea how to use them :(
Can you make a tutorial on how to add a ladder climbing system with this?
I'll look into that eventually, it is something I'm interested in doing but stuff like that can be rather complex.
Thanks!
Have you already figured it out how to replicate it to the clients (if you are not on dedicated server)?
Apparently that seems to be a limitation of the current Character Movement Component if I read the Read Me notes correctly. The new Mover is supposed to provide a solution for that, I'm assuming in 5.5 if we are lucky.
@@unrealdevop thanks 🙏🙏
Someone uploaded a plugin to the Marketplace to work around this current shortcoming "Replicated Character Trajectory Component".
@@shannenmr thanks
@@shannenmr Yeah that's true, but people are going to go off and buy that, only for this Sample Project to get Replication added to it when 5.5 comes out more then likely....but we will see, either 5.5 or 5.6 and I would rather use Unreal's Native Solution then a Marketplace asset personally. Motion Matching is still Heavily Under Development, there are still things lacking that are getting added in 5.5 and they will probably be improving it for a while.
Nice , I take it that the anims can be used in sequencer for cinematics?
Well any animations can be used in sequencer, but I don't know how well they blend into each other on frame 0. I take it that they like any other Transitional Based Animation Sets will. One thing people I think are forgetting is the fact that what you have here is basically 10 animations.....but in different directions....because these 10 animations cover 10 directions and start off on different feet, and some of them are split up such as the jumping....it comes out to be 500 Animations.....but don't expect to have enough animation here to cover anything but locomotion, because these are strictly Locomotion animations.
The stuff around 5 minutes seems like a bad way to do this.. wouldn't it be better to do a grid line trace and some sphere traces to find ledges you can mantle onto? Why would the mantle-able actor need so much manually added code on it?
Well that's a common approach to it but I believe they did it this way because they wanted to take advantage of some of the spline functionality to find points closest and test against the dimensions without having to do multiple checks along the top until you don't hit something which is at least one approach I have seen before. It takes much of the guess work out of it and makes it more reliable I believe.
@@unrealdevopthat’s what they used in the valley demo but us has to be root motion animations if not mistaken
@@jensjensen4038 Yeah, any animation you want to Motion Match against has to be root motion. It's a pre-requisite and it won't work without it. Also they are Motion Warping those Traversals to clear the varying gaps while in the air that's another reason why.
@@unrealdevop I appreciate you’re answer thanks
I know one thing. That spin 360 vault anim needs to be removed or set to fire only like 3% of the time.
Lol I know!!
Each vault animation is probably percentage based, but also depends on the thickness of the surface being vaulted.
Thinner ledges do more of the leg swing over, but any thincker will more than not do the 360 thing!!
I tried using the gamemode with player in different map, it didn't work.
What didn't work?
@@unrealdevop parkour
@@zeon3d755 Yeah I haven't tried that yet, but I'll look into it. I'm assuming your referring to these objects and not just some random objects on another map, because they have to be BP_LevelBlock_Traversal actors.
@@unrealdevop that could be it thanks
@@zeon3d755 Yeah np you can join the Discord if you have any other problems or questions
als is dead
Well I always thought of ALS as something to learn from and the techniques they use are still 100% relevant such as Dynamic Additive Layering, which is actually from my understanding a technique they are using in Fortnite on their own Motion Matching System to overlay poses naturally onto the Motion Matching Output.