I spent all weekend digging through the MM code. Hoping to share some new ideas with it, but there's still a lot to wrap our heads around. It would prob be more time effecient to way for the demo project, but it's fun to figure out too
Great tut! One thing I noticed (only been using UE 3 months) is that you can set up a keypress in BP_ThirdPersonCharacter (or whatever) to set a Boolean to switch to a PSD_Crouch database in the Chooser table, and the character crouches. But if you don't wire that through the UE default Crouch and unCrouch functions then you lose the built-in Crouch features, eg. your Collision Capsule will not reduce to a "Crouched" height. So you can't go through that little door, even though you are Crouched. Hope this makes sense, I'm just a newb :)
That sounds correct and a good distinctioin. You need to use the actual crouch (unlesss you have y our own movement component) otherwise all you would be doing is just showing visuals but not letting the capsule through the door. Good call out.
Hi. @ 14:55, on the Animation Blueprint graphs, if you click the little drop-down next to the Play, Stop, Pause buttons and select No Preview, it will turn off those hovers.
Here's what I'm curious about: How could I use motion matching for basic locomotion like this, but then switch to a different state for combat that uses blendspaces? Or do you think motion matching would still be good for that?
It could just be part of your state machine. Or you could play the actions/combat in slots. It's all pretty much available. As far as could MM handle the combat too, seemingly there is some sort of setup with fortnite. It could be they are using slots, but could be some mix
Hello. Thank you for the video. I want to use the Motion Matching to create a European soccer game. Namely, for the animation of the player with the ball. I need to take into account the angle between the player, the ball and the direction of movement. Do I need to write my trajectory plugin?
We're just starting to get into MM and still have yet to see best practices, but it's possible that you could use the custom traces? For efficiency of time I am going to wait for the sample project to see what kinds of things are available since it's only a few weeks away (supposedly) and work on other stuff in the meantime
I don't know why but crouching from a branch, character movement node like you did doesn't work anymore for some reason, only works when off the triggered and completed pins, Triggered >Couch | Completed>UnCrouch. UE5.4.4. EDIT: OK, what works is the state machine version with triggered as crouch and Competed as unCrouched, thankyou.
Glad you found a working method. It wouldn't surprise me if there were changes to motioin match between the versions. Don't hesitate to checkout the animation sample project for reference. Thx for watching!!
@@livinfreestyle6727 I had jumping and Crouching working but decided to covert to motion matching due to lack of animations, I've only been learning UE5 for about 5 months but got a working playable game of my own with combat up and running, metahuman character, using the Quixel assets, since I have a artistic background so that part is easiest for me. :)
Cool stuff here Kevin! I’m absolutely loving motion matching myself, your videos have been great for that.
I spent all weekend digging through the MM code. Hoping to share some new ideas with it, but there's still a lot to wrap our heads around. It would prob be more time effecient to way for the demo project, but it's fun to figure out too
Its nice to see you explore the chooser table more 💪🏽 good stuff
They are pretty cool for sure.
Thank you Kevin. Keep it going.
You're welcome! Some sleep then on to the next one
Nice work, thanks
No problem 👍
was very interesting how it kind of worked in method one that surprised me
I was pretty surprised myself. I feel like I had tried stuff like this before but it was always to jank
@livinfreestyle6727 same that was the first thing I did when I started messing around with mm and it didn't work
Great tut! One thing I noticed (only been using UE 3 months) is that you can set up a keypress in BP_ThirdPersonCharacter (or whatever) to set a Boolean to switch to a PSD_Crouch database in the Chooser table, and the character crouches. But if you don't wire that through the UE default Crouch and unCrouch functions then you lose the built-in Crouch features, eg. your Collision Capsule will not reduce to a "Crouched" height. So you can't go through that little door, even though you are Crouched. Hope this makes sense, I'm just a newb :)
That sounds correct and a good distinctioin. You need to use the actual crouch (unlesss you have y our own movement component) otherwise all you would be doing is just showing visuals but not letting the capsule through the door. Good call out.
Another awesome video!
Thanks Westins! good seeing you in the live streams too!
Hi. @ 14:55, on the Animation Blueprint graphs, if you click the little drop-down next to the Play, Stop, Pause buttons and select No Preview, it will turn off those hovers.
That is an awesome tip. Thank you so much for sharing
Would you ever do a shooting implementation?
Do you mean like an armed vs unarmed? All you would need is a boolean etc that says you're armed and then drop those anims in a PSD and off you go
Here's what I'm curious about: How could I use motion matching for basic locomotion like this, but then switch to a different state for combat that uses blendspaces? Or do you think motion matching would still be good for that?
It could just be part of your state machine. Or you could play the actions/combat in slots. It's all pretty much available. As far as could MM handle the combat too, seemingly there is some sort of setup with fortnite. It could be they are using slots, but could be some mix
Hello. Thank you for the video. I want to use the Motion Matching to create a European soccer game. Namely, for the animation of the player with the ball. I need to take into account the angle between the player, the ball and the direction of movement. Do I need to write my trajectory plugin?
We're just starting to get into MM and still have yet to see best practices, but it's possible that you could use the custom traces? For efficiency of time I am going to wait for the sample project to see what kinds of things are available since it's only a few weeks away (supposedly) and work on other stuff in the meantime
I don't know why but crouching from a branch, character movement node like you did doesn't work anymore for some reason, only works when off the triggered and completed pins, Triggered >Couch | Completed>UnCrouch. UE5.4.4. EDIT: OK, what works is the state machine version with triggered as crouch and Competed as unCrouched, thankyou.
Glad you found a working method. It wouldn't surprise me if there were changes to motioin match between the versions. Don't hesitate to checkout the animation sample project for reference. Thx for watching!!
@@livinfreestyle6727 I had jumping and Crouching working but decided to covert to motion matching due to lack of animations, I've only been learning UE5 for about 5 months but got a working playable game of my own with combat up and running, metahuman character, using the Quixel assets, since I have a artistic background so that part is easiest for me. :)