How are you so talented? I've studied ue4 in my free time for 2+ years I still can't do the things you did so easily. There are some familiar things I can do with complex shaders and landscape creation, but not so much for game assets like VR hands Not only that you're a pro-RUclipsr, clear voice and masterfully crafted script - there's lots of talanted artists, but very few of them know how to make high quality video. AND on top of that you managed to learn how to make really nice assets as well with seamless ue integration! Any one of those deserves high praise, you managed to excel in all 3!
Would it be possible for you to guide us on how to implement object grabbing using animations instead of the hand system? While the spline-based hand system is interesting, we find it less practical for our needs. We are specifically looking for insights on handling a non-procedural grab system.
hi, i somehow sovle this problem with macro. if you go to other version of ue (like 4.27 or 5.0) this macro exist. you must to copy this graphs manualy to your project and make your own macro. You fisrt create "get motion controller">drag pin from here and create "motion source" (you should have pink color)> then create "equal"> create "Select" and plug equal red pin into this node. select retun value of select node and drag into "Switch on..." node. then you select all nodes and right mouse create macro. i hope i helped some of you.
Onto the second of these tutorials, very impressed with the detail and more so the pace that you deliver. It's fast and focused meaning I am pausing every 5 seconds to apply the steps but the absence of banter, side tracking, mansplaining (can a guy use that term?) and attention to detail is the best I have seen. And free! Legend. Liked and Subscribed : )
First of all many thanks for the vid Quinn! Great job! For people that still have issues with the rotation of the gun (in the left hand), the following fixed it for me: I exported the skeletal mesh of the gun as .fbx (right click on the skeletal mesh in the content browser -> Asset Actions -> Export), changed the name of the .fbx file and dragged it into UE5 again. You'll get an FBX import settings window where you can change the import rotation. My skeletal mesh had to be rotated by -90 degrees on the Z-axis, but you might want to try and see what it should be for your mesh. After importing the 'new' skeletal mesh you might have to re-apply the material which can be done within the skeletal mesh under Asset Details. You can leave all blueprints the way as Quinn showed in the video, but don't forget to change the rotation of the Pistol_Socket on the hand and the Muzzle location and rotation within the pistol blueprint. Hope this helps!
Tip to anyone having issues with grab component rotation: in the object bp (knife or gun) add an arrow component attached to the grab component with 0,0,0 rotation and location. this way when you move the grab component you know where it is and which way it's pointing. same goes for muzzle. much easier to set up
Great tutorial! Solved a lot of my questions! One thing I couldn't find refering to this video is the Macros(Utilities) of "Get Hand from Motino Source". I am using UE5.2 and couldn't find it from Unreal Engine 5 documents either...Would you mind giving a hint on if you added this Macros on your own to your file? Thankss!
Excellent tutorial series... the only thing I am mainly still working through is that the 'blaster' vs. 'default template gun' are 90% rotated in their blueprints. For some reason, I can scale the StaticMeshes (inside the blueprint), but not translate/rotate. (not really part of the tutorial, but was just doing a bit extra to see if I could adjust the template gun to the animated hands, etc.)
Apparently this doesnt work for UE4.27? At 12:49 it requires a Motion Source as Input and not a Controller. Unfortunately way too noob to figure it out by myself I guess. I used "Get Motion Source for Hand" instead, selecting. Doesnt make sense probably, Ger Motion Source for Hand -> Ger Hand for Motion Source. I mean, the snap part on the right hand works for some reason, its just way off on the left. If youd have quick suggestions Id really appreciate it. Trying to implement this for a school project, due today `:)
First, let me thank you for these videos! You've been nothing short of a lifesaver teaching all the details of your workflow. Truly remarkable!! I however wanted to see how can someone go about adding more animations for items. In my particular project I added 2 animations, one for a bottle hold and another for a small item. They both have lids or caps and I was hoping to add more animations to each. I thought of adding it to the Grab Type and building additional logic like what you did for each grab however I do not know what to do in the Blendspace given that it can only hold 3 animations. Should I make another BS and make some type of node that combines them to plug it into the Output Pose?
Hi, on the step at 15:30, when I create the "Set Object Type" node, the enums inside are the handAnim enums, not the enum_ObjectType enums. Does anyone know why that would be?
Great tutorial, 23 min but prepare it will take 1-2 hours min to complete. Also the "Get Hand for Motion Source" node is missing - couldn't find a workaround yet. Maybe the Get Grab Component Near Motion Controller?
Love the video but like many others here in the comment section I am having the backwards problem with the left hand when holding both the knife and the gun. I read through the comments and have attempted the suggestion of multiplying the rotation by a vector and it does not work properly. The knife actually can be grabbed in a couple different ways, whereas my right hand only grabs it my specified way. If it helps, I multiplied by a vector by plugging the rotator into the Get Right Vector node, multiplying that with a vector, and plugging that return value into a Rotation from X Vector node, which goes back to the Set World Location and Rotation node. I have tried all combinations of negative values So far the closest I have gotten to actually fixing this is splitting the rotation pins into 3 scalar values and going through and multiplying the appropriate value by -1. This get's it close, but the angle is still off by a few degrees since I had it set for the right hand. I know I could set it somewhere in the middle so it looks half decent for both (rather than really good for the right hand and bad for the left) I gotta admit I don't see what you did in the video to where you don't have this problem. I followed the tutorial very closely. Thanks again!
Hey great tutorial! I seem to be having som trouble with my right hand gun snap point. On the left hand it snaps exactly to where I put it on the skeleton however on the right hand it is shift back a little and doesnt even seem to be playing the gun animation
Great Tutorial! Idea for a future tutorial could be teaching how to add hand states from here for different items / interaction types. I think I know how to do it based off of this but I am sure it would be appreciated either way
Great Videos, but, when i grab my weapons, they seem to have a rotation offset, and the more i pass it to myself, the rotation changers. The only difference I could see, is in the GrabComponet, Get Socket Rotation, when I connect to Outputs, I get a Get Rotation X Vector applied. Is they right? Any help would be great. Thanks
Cheers for the tutorial man! Keep it up. I had a random issue - I tried applying this to a different pistol mesh and had an issue with attaching to the socket. My right hand attachment works fine and attaches as I've set it up in the Skeleton asset. The left doesn't seem to attach at the same point, its fairly skewed. Can't seem to see where I've gone wrong, any help would be cool :) cheers
I seem to have the same issue as another commenter: "I had a random issue - My right hand attachment works fine and attaches as I've set it up in the Skeleton asset. The left doesn't seem to attach at the same point, its fairly skewed." This happens to both the pistol and the knife I have tried negating the socket X and Y location in the grab component, but to no avail. If you could help me fix this that would be great 👌
@@dingledongle307 Oh, ok that is really weird. And you moved try going into the skeletal mesh and check to see if the rotation of your gun socket is in the negative on any of the values. If it is, change them to a positive rotation values. Let me know if this fixes it, if not I might have one more workaround for fixing it.
@@QuinnKuslich Issue fixed! The reason it did not work for me was because I forgot I made a function to handle the socket location and rotation to remove any repeated code. I forgot to give a proper reference input for the motion controller. Thanks!
Great second video I have it all working just have a problem on the last part. So this is just after I have set up the 1D Blend Space, I have set the correct anims up but when I grab either of the objects , knife or gun my hands do not go into the correct anims. If i pick up any of these objects my hands go into a pointing pose and not sure where to look at changing this. Any help would be grateful.
@@QuinnKuslich In my AnimGraph in my New State Machine I have, Open, Grip, ThumbsUp, Pointing and then from Open goes to ObjectState which is where my BS_ObjectAnim is placed with the float and hooked up with the correct BS_ObjectAnim Anims, Gun Hold at 1, Knifehold at 0 and Grip at 2.
Perhaps this is a silly question, but what do you do with the blendspaces once you add new weapons? Say you have multiple different melee weapons or guns, do you create new blendspaces, or add onto the already created one? Great video btw, lots of fun to watch and follow!
Hello. I think you're doing a good job. I see you use the same bones as Unreal's hand. Which I like. But, there is a bone "Hand_Low1" is missing and it is not from the Unreal hand. I have hands designed with the bones of Unreal. Could I use your animations? would they be compatible? (of course I would patreon). Thank you very much.
I didn't even realize that they weren't a perfect match, there is a way you can still use them. I think you can retarget my animations to your skeleton, the bone I am missing is a group bone that shouldn't affect how the animation works. Apologies for that, as it was purely accidental. If you have already designed your hands, have you rigged them yet. If so, making the same animations I did is easy because they are just simple hand poses.
In the GrabComponent why is it necessary to provide code for both L and R hands? Isn't the GrabComponent generic so it's already called specifically per hand/controller? Looking through the GrabComponent code I don't see it referencing Left/Right in other places... so i'm curious why we need that specificity. Thanks!
Everything works perfectly fine, but when i grab either the gun or knife and try to move forward using locomotion, it reverses my movement. So I am moving backwards whenever i am holding the objects. Someone please help.
Great tutorial! I'm having an issue with the animation logic for pickup actors part. My gun and knife animations are snapping to the socket, but I'm not getting the gun and knife animations specifically (it's like I didn't do the BS_ObjectAnim at all). I've been over the tutorial a few times, and I'm not sure what I did differently or what could be going wrong. Any thoughts? Edit: It's actually working for the left hand but not the right hand, so that's a clue. Edit: Figured it out! My event graph blueprint was messed up for the right hand.
My left hand is not grabbing it right... My right hand grabs it fine but my left is not when i grab with my left its not even in my hand its floating away from it Also if something is in my left hand i can use mu right hand to grab it. but if something is in my right hand i cant grab it with my left unless i let go. It seems my left hand does not have as much controll or something.
Hello! I just watched you tutorial and got everything working almost to perfection. I have two problems, 1. the knife moves around in the hand when its held and 2. The knife gets flipped upside down when I grab it with me left hand, Any fixes would be awesome, and if this helps im in 4.27.2. Cheers!
im stuck at 12:50 because i dont have a "get hand from motion source" node??
Facing the same issue as well - did you find any solution?
@@taarikaranjith7913 Try to use Get Held By Hand
obviously its a custom made macro, better two find its creation in previous parts
I cant continue the tutorial as around 12:47 the node Get hand from motion source doesent exist anymore i dont know how i would fix this
Try to use Get Held By Hand
How are you so talented? I've studied ue4 in my free time for 2+ years I still can't do the things you did so easily. There are some familiar things I can do with complex shaders and landscape creation, but not so much for game assets like VR hands
Not only that you're a pro-RUclipsr, clear voice and masterfully crafted script - there's lots of talanted artists, but very few of them know how to make high quality video.
AND on top of that you managed to learn how to make really nice assets as well with seamless ue integration!
Any one of those deserves high praise, you managed to excel in all 3!
Hey thank you! That means a lot
Would it be possible for you to guide us on how to implement object grabbing using animations instead of the hand system? While the spline-based hand system is interesting, we find it less practical for our needs. We are specifically looking for insights on handling a non-procedural grab system.
Around 12:50, I can't complete this step because I don't have the GetHandFromMotionSource Macro. How do I fix this?
Did you figure it out I have the same problem
i have the same issue did u figure it out?
@@lilbon6073 I still don't know, I gave up, if you find out please tell me
hi, i somehow sovle this problem with macro. if you go to other version of ue (like 4.27 or 5.0) this macro exist. you must to copy this graphs manualy to your project and make your own macro. You fisrt create "get motion controller">drag pin from here and create "motion source" (you should have pink color)> then create "equal"> create "Select" and plug equal red pin into this node. select retun value of select node and drag into "Switch on..." node. then you select all nodes and right mouse create macro.
i hope i helped some of you.
@@matrioszka001 THANK YOU SO MUCH!!! I will give this a try later 😁
These videos, will have 1M+ views in due time. Thanks for sharing your knowledge dude. I'm jumping on Patreon.
Thank you I look forward to seeing you on there!
Onto the second of these tutorials, very impressed with the detail and more so the pace that you deliver. It's fast and focused meaning I am pausing every 5 seconds to apply the steps but the absence of banter, side tracking, mansplaining (can a guy use that term?) and attention to detail is the best I have seen. And free! Legend. Liked and Subscribed : )
First of all many thanks for the vid Quinn! Great job!
For people that still have issues with the rotation of the gun (in the left hand), the following fixed it for me:
I exported the skeletal mesh of the gun as .fbx (right click on the skeletal mesh in the content browser -> Asset Actions -> Export), changed the name of the .fbx file and dragged it into UE5 again. You'll get an FBX import settings window where you can change the import rotation. My skeletal mesh had to be rotated by -90 degrees on the Z-axis, but you might want to try and see what it should be for your mesh.
After importing the 'new' skeletal mesh you might have to re-apply the material which can be done within the skeletal mesh under Asset Details. You can leave all blueprints the way as Quinn showed in the video, but don't forget to change the rotation of the Pistol_Socket on the hand and the Muzzle location and rotation within the pistol blueprint.
Hope this helps!
This fixed my problem with the left hand gun grab :)
Nah
Very well described and explained. Good pace for intermediate people but easily able to be paused for beginners to pause and go over things as needed.
"Because I'm a nerd" haha... I was nerded out years ago! Thanks again, really helpful.
Im stuck a 10:27 - Cast to VR pawn , There is no such node
Thanks
Tip to anyone having issues with grab component rotation: in the object bp (knife or gun) add an arrow component attached to the grab component with 0,0,0 rotation and location. this way when you move the grab component you know where it is and which way it's pointing. same goes for muzzle. much easier to set up
Great tutorial! Solved a lot of my questions! One thing I couldn't find refering to this video is the Macros(Utilities) of "Get Hand from Motino Source". I am using UE5.2 and couldn't find it from Unreal Engine 5 documents either...Would you mind giving a hint on if you added this Macros on your own to your file? Thankss!
Did you ever find the solution to this?
Excellent tutorial series... the only thing I am mainly still working through is that the 'blaster' vs. 'default template gun' are 90% rotated in their blueprints. For some reason, I can scale the StaticMeshes (inside the blueprint), but not translate/rotate. (not really part of the tutorial, but was just doing a bit extra to see if I could adjust the template gun to the animated hands, etc.)
You can do it in maya or blender and reimport
Apparently this doesnt work for UE4.27? At 12:49 it requires a Motion Source as Input and not a Controller. Unfortunately way too noob to figure it out by myself I guess.
I used "Get Motion Source for Hand" instead, selecting. Doesnt make sense probably, Ger Motion Source for Hand -> Ger Hand for Motion Source.
I mean, the snap part on the right hand works for some reason, its just way off on the left. If youd have quick suggestions Id really appreciate it. Trying to implement this for a school project, due today `:)
Did you figure it out Im having the same problem
First, let me thank you for these videos! You've been nothing short of a lifesaver teaching all the details of your workflow. Truly remarkable!! I however wanted to see how can someone go about adding more animations for items. In my particular project I added 2 animations, one for a bottle hold and another for a small item. They both have lids or caps and I was hoping to add more animations to each. I thought of adding it to the Grab Type and building additional logic like what you did for each grab however I do not know what to do in the Blendspace given that it can only hold 3 animations. Should I make another BS and make some type of node that combines them to plug it into the Output Pose?
Amazing video. I hope you continue to make more videos similar to this. I would like to see two hand grabbing an assault rifle/shotgun in VR. Thanks.
Hi, on the step at 15:30, when I create the "Set Object Type" node, the enums inside are the handAnim enums, not the enum_ObjectType enums. Does anyone know why that would be?
Figured it out, in the previous tutorial I accidentally set the type of the enum to HandAnim
great video, love the speed of it, not a wasted second
Hi2 Ty for lesson. But i need a question. i cant find "Get hand from Motion Source" Macro. Where is it ? or is it made?
Great tutorial, 23 min but prepare it will take 1-2 hours min to complete. Also the "Get Hand for Motion Source" node is missing - couldn't find a workaround yet. Maybe the Get Grab Component Near Motion Controller?
if you download version 5.0 for unreal engine that version has the macro and you just have to copy paste it over by making your own
thank you! it worked
Love the video but like many others here in the comment section I am having the backwards problem with the left hand when holding both the knife and the gun. I read through the comments and have attempted the suggestion of multiplying the rotation by a vector and it does not work properly. The knife actually can be grabbed in a couple different ways, whereas my right hand only grabs it my specified way.
If it helps, I multiplied by a vector by plugging the rotator into the Get Right Vector node, multiplying that with a vector, and plugging that return value into a Rotation from X Vector node, which goes back to the Set World Location and Rotation node. I have tried all combinations of negative values
So far the closest I have gotten to actually fixing this is splitting the rotation pins into 3 scalar values and going through and multiplying the appropriate value by -1. This get's it close, but the angle is still off by a few degrees since I had it set for the right hand. I know I could set it somewhere in the middle so it looks half decent for both (rather than really good for the right hand and bad for the left)
I gotta admit I don't see what you did in the video to where you don't have this problem. I followed the tutorial very closely. Thanks again!
Hey great tutorial! I seem to be having som trouble with my right hand gun snap point. On the left hand it snaps exactly to where I put it on the skeleton however on the right hand it is shift back a little and doesnt even seem to be playing the gun animation
Thank you for that help, you make dreams come true!
Hey where is that GetHandFromMotionSource Macro on the left from I dont have it in my Macros and couldnt find a equivalent?
Great Tutorial! Idea for a future tutorial could be teaching how to add hand states from here for different items / interaction types. I think I know how to do it based off of this but I am sure it would be appreciated either way
Great Videos, but, when i grab my weapons, they seem to have a rotation offset, and the more i pass it to myself, the rotation changers. The only difference I could see, is in the GrabComponet, Get Socket Rotation, when I connect to Outputs, I get a Get Rotation X Vector applied. Is they right? Any help would be great. Thanks
same did you fix it?
@@DarkTales06 No, couldn't work it out. 😥 Sorry
The VR Pawn no longer has the GetHandFromMotionSource macro. IS there another way to do the same function?
Great content !
wow! following your vids ...very eXiciting ! so far so great ! :)
Great to hear!
Cheers for the tutorial man! Keep it up.
I had a random issue - I tried applying this to a different pistol mesh and had an issue with attaching to the socket. My right hand attachment works fine and attaches as I've set it up in the Skeleton asset. The left doesn't seem to attach at the same point, its fairly skewed. Can't seem to see where I've gone wrong, any help would be cool :) cheers
I would recommend just dragging out on the left-hand from the get socket location and adding a negative one to whichever axis it’s flipping on
And he would do this inside to grab component where we put the socket code
@@QuinnKuslich Where Exactly In Grab Component
I seem to have the same issue as another commenter:
"I had a random issue - My right hand attachment works fine and attaches as I've set it up in the Skeleton asset. The left doesn't seem to attach at the same point, its fairly skewed."
This happens to both the pistol and the knife
I have tried negating the socket X and Y location in the grab component, but to no avail. If you could help me fix this that would be great 👌
Do you have any 3D software by any chance, we need to change the origin rotation of you custom gun mesh to match the pistol mesh
@@QuinnKuslich I’m using the same gun and knife as yours
@@dingledongle307 Oh, ok that is really weird. And you moved try going into the skeletal mesh and check to see if the rotation of your gun socket is in the negative on any of the values. If it is, change them to a positive rotation values. Let me know if this fixes it, if not I might have one more workaround for fixing it.
@@QuinnKuslich Issue fixed! The reason it did not work for me was because I forgot I made a function to handle the socket location and rotation to remove any repeated code. I forgot to give a proper reference input for the motion controller. Thanks!
@@dingledongle307 perfect glad it worked
Would this tut work on a full body mesh?
yo question why cant i fine the macro gethandfrommotionsource?
Great second video I have it all working just have a problem on the last part.
So this is just after I have set up the 1D Blend Space, I have set the correct anims up but when I grab either of the objects , knife or gun my hands do not go into the correct anims. If i pick up any of these objects my hands go into a pointing pose and not sure where to look at changing this. Any help would be grateful.
That’s kind of weird I’ve never had that bug before, did you make sure to add the gun poses to the animation state machine?
@@QuinnKuslich In my AnimGraph in my New State Machine I have, Open, Grip, ThumbsUp, Pointing and then from Open goes to ObjectState which is where my BS_ObjectAnim is placed with the float and hooked up with the correct BS_ObjectAnim Anims, Gun Hold at 1, Knifehold at 0 and Grip at 2.
Any ideas on this bud?
Hey i've a small problem with the gun, i can shoot with the left hand but the right hand does nothing. I mean i can grab the gun, but it wont shoot
Perhaps this is a silly question, but what do you do with the blendspaces once you add new weapons? Say you have multiple different melee weapons or guns, do you create new blendspaces, or add onto the already created one? Great video btw, lots of fun to watch and follow!
Hello. I think you're doing a good job.
I see you use the same bones as Unreal's hand. Which I like. But, there is a bone "Hand_Low1" is missing and it is not from the Unreal hand.
I have hands designed with the bones of Unreal. Could I use your animations? would they be compatible? (of course I would patreon).
Thank you very much.
I didn't even realize that they weren't a perfect match, there is a way you can still use them. I think you can retarget my animations to your skeleton, the bone I am missing is a group bone that shouldn't affect how the animation works. Apologies for that, as it was purely accidental. If you have already designed your hands, have you rigged them yet. If so, making the same animations I did is easy because they are just simple hand poses.
In the GrabComponent why is it necessary to provide code for both L and R hands? Isn't the GrabComponent generic so it's already called specifically per hand/controller? Looking through the GrabComponent code I don't see it referencing Left/Right in other places... so i'm curious why we need that specificity. Thanks!
hi i dint found Get Hand From Motion Source node in my unreal enging 5.1.1
do i have to use this gun for the hands to work or can i use any gun
Everything works perfectly fine, but when i grab either the gun or knife and try to move forward using locomotion, it reverses my movement. So I am moving backwards whenever i am holding the objects. Someone please help.
bro everything works but when i pick up my blaster with my right hand it doesnt go on my socket it goes behind me ???
my left hand has no problems
The same for me but for left it dont go behind me but its not in the socket. did you find any fix?@@itsdom1936
get hand from motion source is not an option for me
Great tutorial! I'm having an issue with the animation logic for pickup actors part. My gun and knife animations are snapping to the socket, but I'm not getting the gun and knife animations specifically (it's like I didn't do the BS_ObjectAnim at all). I've been over the tutorial a few times, and I'm not sure what I did differently or what could be going wrong. Any thoughts?
Edit: It's actually working for the left hand but not the right hand, so that's a clue.
Edit: Figured it out! My event graph blueprint was messed up for the right hand.
how was it messed up im getting the same issue?
@@wildplantescan I wish I could help, but I don't remember the problem lol
Having some sort of collision issue where it seems my VRPawn is colliding with the weapons and sends them flying, any suggestions?
My left hand is not grabbing it right... My right hand grabs it fine but my left is not when i grab with my left its not even in my hand its floating away from it Also if something is in my left hand i can use mu right hand to grab it. but if something is in my right hand i cant grab it with my left unless i let go. It seems my left hand does not have as much controll or something.
did you ever fix this I am having the same issue.
@@MidnightVampiro No sorry, I ended up learning more on ue5 and making my own system I would recommend doing that.
why i cannot import hand animation. animation length 4.958it's not compitabll with import frame rate 30 fra
me per seconf
My n and shift n doesn't work, it hasn't worked for me on ue4 either
Hello! I just watched you tutorial and got everything working almost to perfection. I have two problems, 1. the knife moves around in the hand when its held and 2. The knife gets flipped upside down when I grab it with me left hand, Any fixes would be awesome, and if this helps im in 4.27.2. Cheers!
I was just recommend Going into the grab component and adding negative one to the X axis on the left hand grab
Just do a multiply vector node and then multiplied by negative one on the XY or Z depending on which one works
Will this also fix the problem of the knife sliding in the hand?
@@Drewdaddy07 i’m not sure about the bug with a knife sliding in the hand that’s weird. Do you have physics applied to it or something?
@@QuinnKuslich I’m not at home to check it but when I get back I’ll make sure to double check the settings on the grab component
this is great would you have a 5.03 project file could donate
I know you're prob busy but my dude I need your help!
kNIFE HOLD animation doesnt work and it hold it like the pistol
The weapon on my left hand is in the wrong direction, can someone help me?=^^
Did you figure it out
too hard