Boss AI Toolkit - Custom Mesh and Animations

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  • Опубликовано: 21 окт 2024

Комментарии • 28

  • @DrixUnreal
    @DrixUnreal  Год назад +5

    For those experiencing a crash when copying the Anim Graph of the animation blueprint, delete the "Get Relevant Anim Time Remaining Fraction" inside the Default State mchine before copy+pasting. Then manually type it in after you paste it.

  • @Chatmanstreasure
    @Chatmanstreasure 10 месяцев назад

    When I paste the AnimGraph (with get relevant anim time remaining fraction (rotate) deleted) it does not give me any errors. is there a list of all the animations I need to replace?

    • @DrixUnreal
      @DrixUnreal  10 месяцев назад

      If there are no errors, then the animations are already compatible with the skeletal mesh. All the anims are in the Default State Machine (Idle, Rotate, and Walk/Run) and the Blocking State Machine. The blocking is optional though.

  • @Chatmanstreasure
    @Chatmanstreasure 10 месяцев назад

    Can I just use my own AMB or do I have to copy the bosses?

    • @DrixUnreal
      @DrixUnreal  10 месяцев назад

      You mean your own Anim Blueprint? Yes you can use it as long as you know what you're doing. Also it needs to support anim montages (has slots in the anim graph)

  • @thirdagegames1605
    @thirdagegames1605 Год назад +1

    When i get to the copy/past part of the anim BP for the AnimGraph, the engine crashes every time.

    • @DrixUnreal
      @DrixUnreal  Год назад +1

      Looks like a problem for UE 5.1. The one that's causing it is the Get Relevant Anim Time Remaining Fraction node from the Default state machine. Manually typing the node instead of copying it will work.

    • @PopFlipCatchStickRol
      @PopFlipCatchStickRol Год назад

      @@DrixUnreal Sooo do you have a fix??

    • @DrixUnreal
      @DrixUnreal  Год назад +1

      @@PopFlipCatchStickRol Just don't copy that specific node. Delete the "Get Relevant Anim Time Remaining Fraction" before copy+pasting. Then manually type it in afterwards

    • @PopFlipCatchStickRol
      @PopFlipCatchStickRol Год назад

      ​@@DrixUnreal Gotcha. I did manage to get it to work by doing what you said by doing it manually. I meant to come back to the comment and edit it but you beat me to it haha. While I have you here though, I have a question about root motion animations. Whenever I create a new attack and use a use a root motion animation, it does the thing where it snaps the character back to it's original position after it plays the animation. Do you know how to fix this? I just bought the pack today and it's so good!

    • @DrixUnreal
      @DrixUnreal  Год назад

      @@PopFlipCatchStickRol Are you sure root motion is enabled on that anim? Snap back only happens if the root is moving but root motion isnt enabled on the anim itself. Also, what ability were you using it with?

  • @nerdherbs
    @nerdherbs 3 месяца назад

    You can just duplicate and replace preview skeletal mesh instead of creating new anim bp and copying all the nodes

    • @DrixUnreal
      @DrixUnreal  3 месяца назад +1

      You're right, I didn't know that when I made the video. Thanks for the tip!

  • @Celticninja011
    @Celticninja011 2 года назад

    got stuck on the switching animations.. main locomotion Blendspace refuses to change unles I just delete it entirely. I dont know if this is an UE5 error or what but its frustrating.

    • @DrixUnreal
      @DrixUnreal  2 года назад

      First time I've heard of it. Have you tried right click - > refresh on the nodes? Maybe your new blendspaces have different parameters

    • @Chatmanstreasure
      @Chatmanstreasure 10 месяцев назад

      Have you figured this out yet?

  • @Chatmanstreasure
    @Chatmanstreasure 10 месяцев назад

    Using 5.2 Anims won't play no matter what I do.

    • @DrixUnreal
      @DrixUnreal  10 месяцев назад

      You mean anim montages? This is what I meant in my previous reply to you. Your anim blueprint needs the Default Slot in the anim graph (or whatever slot your skeletal mesh has) in order to play montages.

    • @Chatmanstreasure
      @Chatmanstreasure 10 месяцев назад

      I copied bosses anim graph.
      ruclips.net/video/ZRIyJwXm9t4/видео.htmlsi=455ca_WsSkD35qPF

    • @Chatmanstreasure
      @Chatmanstreasure 10 месяцев назад

      Nevermind I got it working...Love the product

  • @mobildisko579
    @mobildisko579 Год назад

    4:00 I've done everything so far but the boss is just waiting he doesn't care about me here, no health bar,

    • @DrixUnreal
      @DrixUnreal  Год назад

      Are you using a custom Player BP? Do any of the example bosses attack you? If not, then maybe it's a player integration issue.
      Also, make sure you've added a Nav Mesh Bounds volume that's big enough for your map

    • @mobildisko579
      @mobildisko579 Год назад

      ​@@DrixUnreal No, only the default third-person character, example bosses worked as you set up on the example maps yes, but when I migrate and move to my own project and follow these steps, it does not work, example bosses do not work, there is a navmesh bound large enough, I can see the green areas when I press p.
      When the boss does "wander" from behevior, the character moves around, but he doesn't see me
      I have to admit, universal monster (moreover, I didn't expect anything from it) was much smoother than that, I tried it in the same day, installed it in 10 minutes and found it more professional,
      it's like it's the system you use in your own project and you're hastily trying to sell it to someone else, you certainly didn't do it for others to use,
      I understand the price difference but you can't tout it as a professional solution, because it's not extensible, it doesn't even work properly, I'm not a beginner, I was just trying to save time. I'm sorry this doesn't work for me.

    • @DrixUnreal
      @DrixUnreal  Год назад

      @@mobildisko579 Did you add the "Player" tag to the actor's tag of your Player BP? Did you watch the player integration guide? If the bosses are attacking the example Player from the toolkit, then it must be one of those issues above.
      Every project is different but my toolkits are made with other people's projects in mind. I didn't make this system just for my own use. As other users have said, it's very easy to get started especially if you have experience in Unreal.
      UM's advantage over Boss AI is it has a formation system. But Boss AI has a more comprehensive ability system.

    • @mobildisko579
      @mobildisko579 Год назад

      @@DrixUnreal thanks, Making tags worked, but I don't understand why you don't show it in the video. I've read so many documents lately and bought so many plugins that don't work for me, I don't even count the time I lost, I stopped reading the document, the video tutoril ones are very helpful, sorry for being aggressive , I will give it a chance again.

    • @DrixUnreal
      @DrixUnreal  Год назад

      @@mobildisko579 It's in a different video (start of Player Integration) because this video is about the custom mesh and anims of the boss. Although yes, I do understand that maybe I should've mentioned it still. No worries, good luck with your game!

  • @stanleybell5744
    @stanleybell5744 2 года назад

    『p』『r』『o』『m』『o』『s』『m』 😭