Thank you very much! If you are no longer using AnimationSynchronizer and RootMotionGuide, please feel free to send your purchase receipt to uouogu@hotmail.com for a refund. Thank you.
@@이주식-r5r Thank you for opportunity, but I will use it along your other videos, great plugin! I have something weird going on with exit on top animation, it plays in the wrong direction.
Hey, I have a similar problem to TQU, I've set the isLocal to false as instructed but also want to set "Use Pawn Control Rotation" to false so that the camera follows the movement of the mesh (head socket) during a montage, Where would be the best place to set this up?
Use BP_CustomMovementComponent's OnStartCustomMovement and OnEndCustomMovement event dispatches if you want the camera to follow along the entire CustomMovement. If you want the camera to follow only during the Montage animation, add OnStartFollowCam and OnEndFollowCam event dispatches to BP_CustomMovementComponent. And find the variables in the category 'AnimMontage'. (AM_EnteringLadderTop ... etc) This is the Montage animation used in CustomMovement. Select the variable and right-click to call Find References. Then you can find the PlayMontage node to play the corresponding Montage animation. Add OnStartFollowCam and OnEndFollowCam event dispatch calls before the node and after On Completed. Please do the same with the rest of Montage animation. Then set the camera's "Use Pawn Control Rotation" value in the OnStartFollowCam and OnEndFollowCam events. If you need detailed information like screenshots, please contact uouogu@hotmail.com. Thank you.
I see there is a anim set for ladder climbing and walking on ledges, but is there a tutorial for implementing an anim set for the 'hold climbing'. (eg a climbable rockface)
@UCEihixDL-22AwcewlhsGinw Climbing animations in CustomMovement have more difficult conditions to replace. So 'Ladders and Ledges Animset' is not compatible. If you want to use the climbing animation of the 'Ladders and Ledges Animset' I recommend using RootMotionGuide. This is an example of using similar animations. ua-cam.com/video/X7aQPG1xq6w/v-deo.html Thank you.
I'm trying to replace the climbing animation like in this video. But I dont know how to set up the ik for each hand so I just replacer the idle climb animation in all of the blendspaces it look better already but he isnt moving his hand to much unless I space the zone hold
CustomMovement does not use IK. It blends each climbing pose. (8 directions) Therefore, in order to modify the position of the hand, you have to modify the hand position of each climbing pose. You can find more information about making climbing pose by following link. drive.google.com/open?id=1RoKD9aIKj-Qc1ri4RDSQ74sl01rCXLTKC9r6YaJSOJg
Just bought the required assets and I cant get the example file to open. Can you link a 4.25 version or tell me what you did before the example if anything so I can just use fresh custom movement and do this tutorial?
The project contains C++ source code, so compilation must be successful before opening. (When opening the project, it automatically tries to compile.) The project (4.23) is compatible with version 4.25, so I am suspicious that the compilation process has failed. Can you please give me a detailed error message? Thank you.
This makes no sense but I tried it again from scratch and it worked. I have no idea why it wasnt working the first time. Thanks for the reply! I did some of your other tutorials while I waited, love the root motion guide plugin! Cant wait to try the anim sync.
@@이주식-r5r Success! I have noted that the character is slightly off center on both of our projects. I changed the Bottom_Enter Y Location to 0 and that fixes it for the moment he enters but as soon as it enters the up loop anim sequence the mesh jerks over back slightly to the right off center again.
@@jacksonblack3478 As much as the Y of Bottom_Enter is moved, move the Y values of Top_Enter and Top, Bottom as well. (The difference in position between Bottom_Enter and Bottom must be exactly the same as the amount of movement of the root motion of the ladder_down_in animation. For example. The change of the character's position is as follows: Bottom_Enter -> Root motion (ladder_down_in) -> Bottom -> User movement input -> Top -> Root motion (ladder_up_out) -> Top_Enter If only the position of Bottom_Enter is modified, the position of the character after the root motion (ladder_down_in) and the position of the bottom are different, so when the user movement is input, the position of the character suddenly moves to the position of the bottom.) Alternatively, it is recommended to change the position of the ladder mesh you are using instead of moving the position values of Top_Enter, Bottom_Enter, Top, and Bottom. Thank you.
Apparently the Blutility class does not exist from UE4 4.23 forward. Is there a new solution for this? Thank you . Edit: The quick fix was to install UE4 4.20.
@@이주식-r5r My bad, thank you very much! I'm really enjoying the tutorial. IMO, this is the best ladder climbing solution I've been able to find. Very solid. Question though: How difficult would it be to add procedural 'sides' to the ladders?
@@scottsmith1652 I recommend hiding the ladder mesh of BP_Zone_Ladder and placing the ladder asset with sides in the same location. If you select the AddStaticMeshComponent node in the ConstructionScript of BP_Zone_Ladder, you can check'Hidden in Game'. Thank you.
Hey, is there a way to make the CustomMovement not affect the camera at all? I would like the player to decide if he wants to use TP/FP camera, thanks!
CustomMovement changes the Controller's ControlRotation to adjust the viewpoint of the camera when entering from the roof. (BP_CustomMovementComponent -> BroadcastEnteringLadderTop, BroadcastEnteringClimbingTop) If you always set the branch of IsLocallyControlled in the event to False, you can disable that feature. Thank you.
@@이주식-r5r This doesn't seem to work for some reason. Whenever I set it to true or false it changes the viewpoint of the camera. Oddly enough, even when i deleted the SetControlRotation nodes, the viewpoint was still changing. Might this be caused because of the Advanced Locomotion System that I marged this project with?
@@tqu5759 ua-cam.com/video/k9a9LKnT5CE/v-deo.html You can see the node of the OnStartCustomMovement event by looking at the 8 minutes 42 seconds of the above video. On that node, change ALS_RotationMode to VelocityDirection. VelocityDirection automatically changes ALS_ViewMode to ThirdPerson. You can save the ALS_RotationMode and ALS_ViewMode values to variables and restore them to their original state in the OnEndCustomMovement event, but ALS_RotationMode must be set to VelocityDirection during CustomMovement.
RootMotionExample_LaddersAndLedgesAnimsetTest (4.23):
drive.google.com/file/d/1u88M2rCWH0xIYqPCiEcM2yiN9IDJGnPc/view?usp=sharing
Bought Animation Synchronizer and Root Motion guide, just for completing this tutorial. :)
Thank you very much!
If you are no longer using AnimationSynchronizer and RootMotionGuide, please feel free to send your purchase receipt to uouogu@hotmail.com for a refund.
Thank you.
@@이주식-r5r Thank you for opportunity, but I will use it along your other videos, great plugin! I have something weird going on with exit on top animation, it plays in the wrong direction.
@@polymode Can you compress the problem project and send it to uouogu@hotmail.com?
Thank you.
@@이주식-r5r sent the email with the project.
@@polymode I am opening the project.
It's a very big project, so it takes a long time on my computer.
Hey, I have a similar problem to TQU, I've set the isLocal to false as instructed but also want to set "Use Pawn Control Rotation" to false so that the camera follows the movement of the mesh (head socket) during a montage, Where would be the best place to set this up?
Use BP_CustomMovementComponent's OnStartCustomMovement and OnEndCustomMovement event dispatches if you want the camera to follow along the entire CustomMovement.
If you want the camera to follow only during the Montage animation, add OnStartFollowCam and OnEndFollowCam event dispatches to BP_CustomMovementComponent. And find the variables in the category 'AnimMontage'. (AM_EnteringLadderTop ... etc) This is the Montage animation used in CustomMovement. Select the variable and right-click to call Find References. Then you can find the PlayMontage node to play the corresponding Montage animation. Add OnStartFollowCam and OnEndFollowCam event dispatch calls before the node and after On Completed. Please do the same with the rest of Montage animation.
Then set the camera's "Use Pawn Control Rotation" value in the OnStartFollowCam and OnEndFollowCam events.
If you need detailed information like screenshots, please contact uouogu@hotmail.com.
Thank you.
@@이주식-r5r Thank you for your help I managed to get that working.
I see there is a anim set for ladder climbing and walking on ledges, but is there a tutorial for implementing an anim set for the 'hold climbing'. (eg a climbable rockface)
This only replaces the ladder animation.
I have not found a suitable animation set for climbing yet.
Thank you.
@UCEihixDL-22AwcewlhsGinw Climbing animations in CustomMovement have more difficult conditions to replace. So 'Ladders and Ledges Animset' is not compatible.
If you want to use the climbing animation of the 'Ladders and Ledges Animset' I recommend using RootMotionGuide. This is an example of using similar animations.
ua-cam.com/video/X7aQPG1xq6w/v-deo.html
Thank you.
I'm trying to replace the climbing animation like in this video. But I dont know how to set up the ik for each hand so I just replacer the idle climb animation in all of the blendspaces it look better already but he isnt moving his hand to much unless I space the zone hold
CustomMovement does not use IK.
It blends each climbing pose. (8 directions) Therefore, in order to modify the position of the hand, you have to modify the hand position of each climbing pose.
You can find more information about making climbing pose by following link.
drive.google.com/open?id=1RoKD9aIKj-Qc1ri4RDSQ74sl01rCXLTKC9r6YaJSOJg
thanks alot!
Thank you!
Just bought the required assets and I cant get the example file to open. Can you link a 4.25 version or tell me what you did before the example if anything so I can just use fresh custom movement and do this tutorial?
The project contains C++ source code, so compilation must be successful before opening. (When opening the project, it automatically tries to compile.)
The project (4.23) is compatible with version 4.25, so I am suspicious that the compilation process has failed. Can you please give me a detailed error message?
Thank you.
This makes no sense but I tried it again from scratch and it worked. I have no idea why it wasnt working the first time. Thanks for the reply! I did some of your other tutorials while I waited, love the root motion guide plugin! Cant wait to try the anim sync.
@@jacksonblack3478 that is a good news!
Thank you.
@@이주식-r5r Success! I have noted that the character is slightly off center on both of our projects. I changed the Bottom_Enter Y Location to 0 and that fixes it for the moment he enters but as soon as it enters the up loop anim sequence the mesh jerks over back slightly to the right off center again.
@@jacksonblack3478 As much as the Y of Bottom_Enter is moved, move the Y values of Top_Enter and Top, Bottom as well.
(The difference in position between Bottom_Enter and Bottom must be exactly the same as the amount of movement of the root motion of the ladder_down_in animation.
For example.
The change of the character's position is as follows: Bottom_Enter -> Root motion (ladder_down_in) -> Bottom -> User movement input -> Top -> Root motion (ladder_up_out) -> Top_Enter
If only the position of Bottom_Enter is modified, the position of the character after the root motion (ladder_down_in) and the position of the bottom are different, so when the user movement is input, the position of the character suddenly moves to the position of the bottom.)
Alternatively, it is recommended to change the position of the ladder mesh you are using instead of moving the position values of Top_Enter, Bottom_Enter, Top, and Bottom.
Thank you.
Apparently the Blutility class does not exist from UE4 4.23 forward. Is there a new solution for this? Thank you . Edit: The quick fix was to install UE4 4.20.
If you expand the description field, you will see a link to the project for version 4.23.
Thank you.
@@이주식-r5r My bad, thank you very much! I'm really enjoying the tutorial. IMO, this is the best ladder climbing solution I've been able to find. Very solid. Question though: How difficult would it be to add procedural 'sides' to the ladders?
@@scottsmith1652 I recommend hiding the ladder mesh of BP_Zone_Ladder and placing the ladder asset with sides in the same location.
If you select the AddStaticMeshComponent node in the ConstructionScript of BP_Zone_Ladder, you can check'Hidden in Game'.
Thank you.
Hey, is there a way to make the CustomMovement not affect the camera at all? I would like the player to decide if he wants to use TP/FP camera, thanks!
CustomMovement changes the Controller's ControlRotation to adjust the viewpoint of the camera when entering from the roof.
(BP_CustomMovementComponent -> BroadcastEnteringLadderTop, BroadcastEnteringClimbingTop)
If you always set the branch of IsLocallyControlled in the event to False, you can disable that feature.
Thank you.
@@이주식-r5r This doesn't seem to work for some reason. Whenever I set it to true or false it changes the viewpoint of the camera. Oddly enough, even when i deleted the SetControlRotation nodes, the viewpoint was still changing. Might this be caused because of the Advanced Locomotion System that I marged this project with?
@@tqu5759 ua-cam.com/video/k9a9LKnT5CE/v-deo.html
You can see the node of the OnStartCustomMovement event by looking at the 8 minutes 42 seconds of the above video. On that node, change ALS_RotationMode to VelocityDirection. VelocityDirection automatically changes ALS_ViewMode to ThirdPerson.
You can save the ALS_RotationMode and ALS_ViewMode values to variables and restore them to their original state in the OnEndCustomMovement event, but ALS_RotationMode must be set to VelocityDirection during CustomMovement.
Can you please convert it for unity3D ?
Sorry. It is impossible for me.