Great work! I found the ragdoll shipped with ALS v3 works better with replication, but has a bug for AI NPCs. For the weapon attachment issue when using custom characters, what I've experimented with Lyra Starter Game: 1. On changing weapon, attach the weapon to the visible mesh's skeleton instead of the driving mesh (by attaching each weapon to a custom weapon socket, adjusted per weapon and per character). This step solves the issue of floating weapon. 2. Send a notify to the driver's Animation BP to change the left hand IK of the driver mesh using blend by ENUM, but aiming to adjust the left hand offset of the visible mesh to the weapon, also adjusted per weapon and per visible character. In this case, the position of the left hand is defined by a socket placed in the weapon's skeleton, converting the weapon socket transform in world space to driver's local space. I hope that makes sense. Keep up the good work.
Thanks a lot bro for the exhaustive response 🙏 I'll definitely give this a try. I did the same on Lyra but without the IK thing. That could be the trick actually 👍
Absolutly great work and a very fast update with usefull things my friend! Gratulation and Thanks alot! It looks amazing! Would be a hard work to integrate it again LOL. And the Funny Part looks exactly like the most Parts of my Game Dev Journey! Haha
It looks awesome. I would like to add a new overlay state "zombie" to use the same ABP for my zombies and give them ability to do traversal actions but I have some concerns about performance. Do you think it could handle ~50 actors, including players, without dropping FPS below 60?
If you had problems with performance maybe you could do some magical things like making a zombie horde out of niagara particles and then when they come within a certain distance of the player or collide with a player's bullets they could swap the particle to the normal actor. That could be a ton of work to make it work and look good but then you could have huge hordes of zombies in the distance.
There is "Mass Entities" in Unreal which is made to handle huge hordes of "actors" But without an advanced system like it I wouldn't try to have 50 of these if they are just zombies. You can get good zombie locomotion going on with traversal which would be much simpler that this Motion Matching setup.
If i not wrong, Skeleton Meshes also have "custom bones", so u can use maybe a tag for catch all SM with same "custom bones" names, but with different positions based on each Skeleton Mesh and not Skeleton as normal is. Sry that i cant confirm i still look at it for hobby but i'm trully busy for test.
Hmm, is the PA from ALS or...? The one I have in one of my GASP 5.4 projects uses the PA from ALS, but didn't recall it being stiff like yours - yours goes stiff and flat. I also notice the legs in yours bends the wrong way @3:08. Just saying. 🙏 Ah, finally saw it @6:55... I thought that's a bug only one mine. At least I know it came with GASP.
Hey, for the animations where can I add the cover system animations like taking cover animations and shooting from cover animations? melee takedowns for a 3rd person shooter game, crawling etc.
how about a tutorial on how to integrate on our separate project (outside of the G.A.S project) i try to put it in my project and fail so spectacularly that i had to create a new project all together 😅
Very Laughs moments with Ragdoll in 3:25
Great work! I found the ragdoll shipped with ALS v3 works better with replication, but has a bug for AI NPCs.
For the weapon attachment issue when using custom characters, what I've experimented with Lyra Starter Game:
1. On changing weapon, attach the weapon to the visible mesh's skeleton instead of the driving mesh (by attaching each weapon to a custom weapon socket, adjusted per weapon and per character). This step solves the issue of floating weapon.
2. Send a notify to the driver's Animation BP to change the left hand IK of the driver mesh using blend by ENUM, but aiming to adjust the left hand offset of the visible mesh to the weapon, also adjusted per weapon and per visible character. In this case, the position of the left hand is defined by a socket placed in the weapon's skeleton, converting the weapon socket transform in world space to driver's local space.
I hope that makes sense.
Keep up the good work.
Thanks a lot bro for the exhaustive response 🙏
I'll definitely give this a try. I did the same on Lyra but without the IK thing. That could be the trick actually 👍
Some great progress!! Thanks for sharing
thank you for the bloopers, made my day 😂😂😂😂😂😂
Haha! Glad you like them!
👍👍
Un vrai régal !
Absolutly great work and a very fast update with usefull things my friend! Gratulation and Thanks alot! It looks amazing! Would be a hard work to integrate it again LOL. And the Funny Part looks exactly like the most Parts of my Game Dev Journey! Haha
Super! Melee weapons next please (:
It looks awesome. I would like to add a new overlay state "zombie" to use the same ABP for my zombies and give them ability to do traversal actions but I have some concerns about performance. Do you think it could handle ~50 actors, including players, without dropping FPS below 60?
If you had problems with performance maybe you could do some magical things like making a zombie horde out of niagara particles and then when they come within a certain distance of the player or collide with a player's bullets they could swap the particle to the normal actor. That could be a ton of work to make it work and look good but then you could have huge hordes of zombies in the distance.
There is "Mass Entities" in Unreal which is made to handle huge hordes of "actors" But without an advanced system like it I wouldn't try to have 50 of these if they are just zombies. You can get good zombie locomotion going on with traversal which would be much simpler that this Motion Matching setup.
3:38 breakdancing addon is looking great.
I implemented first person but I am curious and look forward to seeing how you will implement it.
Hahaha I was thinking the same when it happened. Breakdancing is now implemented 😅
I'm hoping someone will eventually do a really good climbing system that supports ladders or hand/foot holds.
If i not wrong, Skeleton Meshes also have "custom bones", so u can use maybe a tag for catch all SM with same "custom bones" names, but with different positions based on each Skeleton Mesh and not Skeleton as normal is.
Sry that i cant confirm i still look at it for hobby but i'm trully busy for test.
Yeah I'll get something working soon for that 👍
Hmm, is the PA from ALS or...?
The one I have in one of my GASP 5.4 projects uses the PA from ALS, but didn't recall it being stiff like yours - yours goes stiff and flat. I also notice the legs in yours bends the wrong way @3:08. Just saying. 🙏
Ah, finally saw it @6:55... I thought that's a bug only one mine. At least I know it came with GASP.
Hey, for the animations where can I add the cover system animations like taking cover animations and shooting from cover animations? melee takedowns for a 3rd person shooter game, crawling etc.
There are some pretty good cover animation on the Unreal Fab Marketplace ;-)
I wonder, how did you replicate the motion matching trajectory in this project? It is very smooth
I think the 5.5 GASP project already has replication for motion matching right?
@cookie_doki really? But how?
ragdolls :D
Can i make the character do an animation while in ragdoll? I want to make the Ragdolls be interactive and realistic
Like euphoria physics
I think Unreal has a system for that, physical animations but I've never tried it.
Please fix the weapon hand ik :)
how about a tutorial on how to integrate on our separate project (outside of the G.A.S project) i try to put it in my project and fail so spectacularly that i had to create a new project all together 😅
There are tutorials on RUclips on porting GASP to another project, but I didn't try with this one. I'll maybe do one in the future ;)