UE5 How to hold data in Animation Assets (Anim Meta Data)

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  • Опубликовано: 26 сен 2024
  • Hi, today we're gonna learn how to hold data in Anim Assets (Sequences, montages, blendspaces) and use them.

Комментарии • 5

  • @SpikeTheSpiker
    @SpikeTheSpiker Год назад

    Have you found any uses for the metadata on anims?

    • @MrKosiej
      @MrKosiej  Год назад +2

      Sure. One use i showed in the video (tho not fully), so is the animation two handed. I check it in AnimBP. If it is, i snap the second hand to the weapon. You can ofc do that with notifies but if you have 100 anims, it's much faster to do that through property matrix (and you can with anim meta data). Another thing i check is the hit type (is the attack from the side, above, is it a stab, is it a heavy attack). You can pass all that by damage type or any other way but i find it quite comfy to "describe" the animation, everything i hold there is universal to every character that can use it. On hit i just check the necessary info in attacker's current animation and react accordingly. In the future if the variety of the data i hold there grows bigger i will probably also make some functions there that would organize it.

  • @Three_Ways
    @Three_Ways Месяц назад +1

    There is a Find Meta Data By Class node available in Blueprint and target is animation asset. So no need to use C++ in UE 5.4

    • @MrKosiej
      @MrKosiej  Месяц назад +1

      Indeed (finally :D), but it returns just one object, so if you have more objects, you need to do it multiple times, and for same classes, it won't work as it just returns the first one. It also does not returns the picked class so you need to cast or use interfaces anyway.

    • @cxvcnxbzfdhjlaks
      @cxvcnxbzfdhjlaks 22 дня назад

      Lifesavers - the two of ya.