Unreal Engine 5.4 - Motion Matching: Cost Bias, Offset Root Bone, Steering (Overview)

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  • Опубліковано 21 вер 2024

КОМЕНТАРІ • 15

  • @smackmet9379
    @smackmet9379 3 місяці тому +1

    I'm not really getting the difference between the orientation warping and the steering that they are using. They have the same description and pretty much do the same. Steering also does not rotate the character for me when facing forward, which I thought it would do. The orientation warping only rotates the lower body, and the steering doesn't do nothing.

    • @smackmet9379
      @smackmet9379 3 місяці тому +1

      Fml, i just needed to enable "Allow Physics during Root Motion" for it to work .......

    • @unrealdevop
      @unrealdevop  3 місяці тому

      @@smackmet9379 Alright, so I enabled this and thought the same thing but that effect your seeing is independent of the Steering Node. The Steering node is different in some sense from the Orientation Warping, because I believe that it offsets it based on the Predicted future trajectory. Regular Orientation Warping won't take that into account. So I believe it's a modified one, why he used both in that Live Stream I'm not really quite sure yet.

    • @smackmet9379
      @smackmet9379 3 місяці тому

      @@unrealdevop hmm, then im really confused. The steering node does not seem to work for me. Do you have any idea ? The variables don't seem to be the problem, but rather the node itself. When I use a fixed quaternion, it doesn't work either. The settings are all on default and there is a root bone in my animation. Im only using the running forward animation, but that should be enough to steer the character as far as I understand. I would really appreciate the help

    • @unrealdevop
      @unrealdevop  3 місяці тому

      @@smackmet9379 Yeah to be honest I have for the most part figured out how they set it up but it is very possible I am missing something. However, your doing yours differently then I did. Mine did seem to have a noticeable effect but I also used Orientation Warping right before applying it too and I'm not sure if that is even required because I haven't spent an awful lot of time experimenting with that steering node. In fact I've barely touched it, but if you want to join the Discord and show me what your doing then I may be able to help but I can't promise anything. We still don't have an actual example to look at of this being setup properly so I can't be 100% sure I did it right, like I said I could have missed something.

    • @unrealdevop
      @unrealdevop  3 місяці тому

      @@smackmet9379 I should mention though that even with Orientation Warping hooked up, just disconnecting the Steering resulted in noticeable problems, so it was doing something I can at least confirm that.

  • @unrealdevop
    @unrealdevop  4 місяці тому

    Note: I forgot to explain what the Root Offset does, it extracts the root motion from the animation currently playing and it offsets the character depending on the velocity (I believe) to more accurately interpolate an offset for the Root to essentially reduce foot sliding. The Steering is basically Orientation Warping, I'm not really sure how it differs from Orientation Warping yet (I'm assuming it's designed to work better with the Motion Matching).
    I wanted to mention that I did cheat and manually added a Negative Cost Bias to the Stopping animations otherwise it would still get stuck....and that's simply because I neither have Left/Right foot Stop Animations I only have them for stopping from one foot....and also because the Trajectory due to the Movement Settings still don't match well enough.

  • @weijunchen1290
    @weijunchen1290 4 місяці тому

    the offset root bone node will make the mesh out box from the capsule, it means it can go through walls, you can try keep running forward to the wall, the mesh will go in.

    • @unrealdevop
      @unrealdevop  4 місяці тому

      Yes I know, and It has a feature built into it that helps prevent that. (Unless I'm Mistaken, but there seems to be an option specifically designed for addressing that.)

    • @unrealdevop
      @unrealdevop  4 місяці тому

      I believe the Collision Testing category is what your supposed to use to prevent the character from going through walls.

    • @weijunchen1290
      @weijunchen1290 4 місяці тому

      @@unrealdevop I did try turn on the collision testing mode, but it seem do nothing. Maybe I do something wrong?

    • @unrealdevop
      @unrealdevop  4 місяці тому

      @@weijunchen1290 Oh, yeah I tried it and I couldn't really tell if it was working or not either. So either I am misunderstanding that or it currently isn't functional. Remember too that it's an experimental node.

    • @weijunchen1290
      @weijunchen1290 4 місяці тому

      The only answer is to wait until June~