Superb process, but the video needs to be updated for UE 5.1 otherwise you are left with a MetaHuman that does not move because the old Input Action Mappings have been deprecated. To fix this, you need to add a step where at the end you go to the BP_ThirdPersonCharacter → Event Graph and copy everything in the "Add Input Mapping" comment box and paste it into the Event Graph of your MetaHuman. Delete the node that gets converted to "Custom Event" and plug Event Begin Play → Cast to PlayerController and at the end of that string plug the output of Action Mapping Context → Get Console Variable Int Value. Keep up the great work!
Doesn't work using windows 11 and ue5.1.1. There is an error in the compile. I fixed the error. When I insert the meta character it does not move. When I use Jobulsu's video it works. It is much more difficult, but it works.
Great, if it is a man, you also can change the "anim class" of BP_FirstPersonCharacter from Quinn to Manny. It also place the arms in not perfect but better position in my case.
im having an issue with how the body becomes a child of mesh, im using _play montage_ node with rootmotion and with this method if i use the mesh as _skeletal mesh_ in play montage it wont animate but it will have root motion. i f use body instead it will animate but no root motion. any idea how to fix this_
Hey! So whenever I try to do this I get 4 errors that go along the lines of "Get SkeletalMesh : Usage of 'SkeletalMesh' has been deprecated. Use USkeletalMeshComponent..." Do you know how I can fix this? Thank you so much!
To fix this just click the hyperlink in the front of the warning and it will take you to the issue. Disconnect the node with the issue and search for and replace it with the Component node -> “Get Skeletal Mesh Asset” and connect it to where the old one was. You can delete the old node. That should fix the first pair of warnings, so repeat the process to address the second pair of warnings.
@@sampsonarchibaldclaxton7872 Can you please make a video on it? I'm not familiar with UE as I've just recently started using it. I'd really appreciate if you make that video. Thank you!
@@sampsonarchibaldclaxton7872 This works with a bit of tinkering for sure, in 5.2, for me I had to replace the affected nodes with the [[ GetSekeletalMesh(Body) ]] node for the MasterPose, and [[ GeSkeletalMesh(Face) ]] in the Consctruction Scipt. This got the compile going for me succesfully. Hope this helps!!
this method is not the way, this guy posted this to attack beginners. him and some of the others. mostly babyboomers and other ones that hate that epic made development to where you can use blueprints instead of taking months to years learning outdated c++ coding. so there creating tutorials that are inclomplete and sometimes completly wrong.
Superb process, but the video needs to be updated for UE 5.1 otherwise you are left with a MetaHuman that does not move because the old Input Action Mappings have been deprecated. To fix this, you need to add a step where at the end you go to the BP_ThirdPersonCharacter → Event Graph and copy everything in the "Add Input Mapping" comment box and paste it into the Event Graph of your MetaHuman. Delete the node that gets converted to "Custom Event" and plug Event Begin Play → Cast to PlayerController and at the end of that string plug the output of Action Mapping Context → Get Console Variable Int Value. Keep up the great work!
thank you very much!
That worked thanks
Thank you for that!!
i dont have that in the event graph. any way to fix it?
thanks buddy
Doesn't work using windows 11 and ue5.1.1. There is an error in the compile. I fixed the error. When I insert the meta character it does not move. When I use Jobulsu's video it works. It is much more difficult, but it works.
Hands in bunny pose, is this normal?)
why my metahuman never move i can't where i look game just stuck even i have look so meany videos nothing work
Great, if it is a man, you also can change the "anim class" of BP_FirstPersonCharacter from Quinn to Manny. It also place the arms in not perfect but better position in my case.
im having an issue with how the body becomes a child of mesh, im using _play montage_ node with rootmotion and with this method if i use the mesh as _skeletal mesh_ in play montage it wont animate but it will have root motion. i f use body instead it will animate but no root motion. any idea how to fix this_
Well this Workflow is the fastes by far. How would you add custom clothes ? Performancewise?
Thanks for the helpful video, did this in unreal 5.0.3 and had no arm bug.
why our meta hand pose looks like chimpz? 😁😁
Hey! So whenever I try to do this I get 4 errors that go along the lines of "Get SkeletalMesh : Usage of 'SkeletalMesh' has been deprecated. Use USkeletalMeshComponent..." Do you know how I can fix this? Thank you so much!
I got the same error, I’m still looking for the fix
To fix this just click the hyperlink in the front of the warning and it will take you to the issue. Disconnect the node with the issue and search for and replace it with the Component node -> “Get Skeletal Mesh Asset” and connect it to where the old one was. You can delete the old node. That should fix the first pair of warnings, so repeat the process to address the second pair of warnings.
@@sampsonarchibaldclaxton7872 Can you please make a video on it? I'm not familiar with UE as I've just recently started using it. I'd really appreciate if you make that video. Thank you!
@@sampsonarchibaldclaxton7872 If you could make a tut that would be great bro, this confusing.
@@sampsonarchibaldclaxton7872 This works with a bit of tinkering for sure, in 5.2, for me I had to replace the affected nodes with the [[ GetSekeletalMesh(Body) ]] node for the MasterPose, and [[ GeSkeletalMesh(Face) ]] in the Consctruction Scipt. This got the compile going for me succesfully.
Hope this helps!!
Thanks
this method is not the way, this guy posted this to attack beginners. him and some of the others. mostly babyboomers and other ones that hate that epic made development to where you can use blueprints instead of taking months to years learning outdated c++ coding. so there creating tutorials that are inclomplete and sometimes completly wrong.
I don't think he's purposely trying to dupe beginners but yes, this process isn't great.
why isnt it great?@@John-cz7fo