My jaw actually dropped seeing how easily it, "Just works". Epic continues to impress me more and more with each update to the engine. The tutorial was well executed and straight to the point, considering you set up an entirely new project, I'm seriously impressed you compressed it all down that far, kudos to you and thanks for the info!
I subscribe to what another dude said, the editing is very good, and the information well packed. This might have easily been a boring 50 minute tutorial, but its so much better now.
For those who are following this tutorial Please move the Casting to Begin Play in Animation BP and promote it to a variable. In Event tick, just set Trajectory from your Character ref. Casting on Event tick is very expensive and no need to check on every frame as well. Hope this helps But good tutorial and easy to understand.
💯 casting on tick is very heavy I was not able to get it to work with begin initializing animation, if you see trajectory from character ref does it work for you ?
@@Rforge I tried it and it worked, only issue with @sagarhinsu's response is that the casted reference might be requested before the variable is actually set, causing errors in the compiler, so to fix this I used an isvalid node
I've tried it multiple times following the UE documentation, I got as far as setting the animations in the database, but never got the animations to actually motion match. This video is getting saved in my YT Database. Thnx for this mate, hope to see a complete motion matching tutorial, with turning, crouching etc.
I am confused at 5:03. On Motion Matching it says Animation>Motion Matching> Motion Database or Motion Database Config. There is no "Pose Search Scheme" option. Please help.
@@GhostInTheMachineOfficial the motion database and motion database config are from an older version of the plugin. you can do the same thing, but use motion database config instead of pose search scheme. or upgrade to the latest version
This is great! But how do I now combine this with crouching, jumping, attacking? I added my attack input and montage but I believe the motion matching keeps overwriting/interupting it. Also my character which I imported also converted and imported from maximo seems a little warped/deformed and I don't know why.
@@thescoobyshuffle9244 I've also tried this approach and it kinda works, but isn't it against the whole idea behind motion matching? The documentation states that "Contained within the Pose Search plugin, you can use the Motion Matching Animation Blueprint node as a dynamic alternative to State Machines, or Blendspaces". This means that either the documentation is wrong or we're doing it wrong.
I was looking at what is new about 5.4 and then this video was suggested. thank for the info and simple tutorial that explained how to set it up +1 man epic did a good job at adding this. it made animation so much simpler the old method kinda sucked and took too much time to set up with state machines and all that
Sir, you've earned yourself an EASY subscription. This was a fantastic video, and I hope to keep seeing more in the future! If you could consider doing a video including the jumps and turns, as well as maybe going from walk to run to sprint, that would be amazing.
The jumps and turns were a little janky, turns can be added in via curved trajectory animations but im waiting for the epic games sample project to see those animations, What has me interested is what is different about these 500 new animations and if there are pipeline changes for thing's like the jump and turns in the way they (the animations) are produced
hey, now that the sample project is out and ppl are starting to understand how it works, any plans on going deeper and explaining all the connecting parts that make it work? would love love love a clear and easy explanation just like what you did for this vid. It was really easy to follow :)
so awesome would love to see how to record the characters movement during gameplay so you can use it in sequencer for short films! would be SO helpful!
This short tutorial makes me curious as to how memory intensive this particular set of processes is when being used in game and if it could be scaled up to work with large numbers of similar entities for larger scale projects in similar style to the Total War series or games like Age of Empires. Less a question and more just a food for thought comment. Either way, really excited to see how far this sort of stuff can go!
Im curious would the trajectory be able to detect say a ledge to jump over - or a fence to jump over for example and its appropriate animations? Super cool tech look forward to trying it. Great tutorial.
Thanks for this nice tuto. I was thinking MotionMatching will be an helpful tool to blend animation in sequencer 😭 I was expecting 5.4 will be a nice step ahead for cinematic, but animation artists seems to still be far from epic preoccupation
@@Rforge Yeah, I got it almost perfect with a single dance card animation from Ubisoft I was experimenting with. I haven't really made any alterations too the settings yet.
Great Tutorial my Friend, but i want a Complete Motion Matching Locomotion System like EPIC announcement, do you know if is possible to Make a Project including Jump, Crouching, Swimming, Fall High distance Jump, Mantling, Jump Obstacles, something like This, because i saw the EPIC Parkour video and i feel total happiness, and now i want to much learn how to made that thing too. We can have receive a Advanced Tutorial as Soon is Possible? Thank very much, you deserve all my respect, Great Job Friend. From your Brazilian Subscribed Member. 🙏🙌
This doesn't work for me at all. I'm using Pistol Pro anims. I'll test it out with the same Mixamo anims you're using. Could you tell us ALL the movement settings you're using in your example? Do you use "Use Pawn Control Rotation" on the spring arm? Do you use "Use Controller Desired Rotation" on the movement comp? Do you use any of the Use Controller Rotation Pitch, Yaw, Roll options under the Pawn category in your character's class settings? EDIT: I got it to work by getting the trajectory variable from the trajectory component THROUGH the character as opposed to setting the trajectory component and binding directly.
i have a question , whats the difference between Motion Matching Locomotion and using Blend Space locomotion , i dont see the benefit from Motion Matching ? tnx in advice
Could you please make a crouch followup? Do we need another state in our animation blueprint? Also could you please explain why we didn't use the turn animations? Thanks for an awesome video!
Hey mark ! Yeah just waiting as I've said to the others for the official project to see what changes are being made on the detection side Right now we just have the trajectory how does it know if I'm crouched or vaulting -Shaun
Hello sir! Let's say i have two different set of animations, one for "In Combat" and one for "At Ease" each one have a propper Idle - Walk - Run animation. How can i ask for the Motion Trajectory to select which set of animations it need to be used? Thank you!
I was about to K-word someone and only after your video my guy ve started to walk! Thank you! (wasn't able to make it work with original top down and switch to third person just changed the camera to top down one)
Hey there! Does anyone have any information on motion matching but on a quadrupedal animal? A lot of the information online I have found so far is for human characters, but we would like to do some real time animation on an animal instead. Any help is appreciated!
So as a noob it may be a silly quesion but how does this work on first person? I assume it is the same process and the character legs and arms would move as the TPS would?
Haven't tried with LYRA or mixamo animations yet, but the default animations didn't work correctly for me. When I start walking it's still using the idle animation until I start running, running works but when I stop my character walks in place.
Correct same for me, which is why I used mixamo / lyra is needs a larger range of possibilities the default animations don't seem to give the system that Which is why I'm super interested in the sample that's coming out soon to see how the anims are different -Shaun
If we have an existing project with blendtrees do we delete all those animbps? Also how do we use motion matching if we have some animations that should only be played when climbing a wall or wallrunning
Pretty much workflows and integration. There might also be a slight overhead for the processing but I'm hoping we can run that async to not clog up the main thread. I wanna run some stress tests when the sample comes out.
Doesn’t motion matching use more memory? And when adding more animations I guess it’s more difficult to debug which animation to choose. Since you will need to finetune the weights for the animation to start playing.
@@Shiffo You may be right. It shouldn’t be substantial though in cooked builds. Maybe a few more megabytes for the data that’s generated by the system. That’s worth it if you can go from 150mb worth of animations to something like 50 or less and get near identical quality.
I wonder how well it will work in multiplayer, considering it's using root motion for movement. Either way, I'm really excited to try it out, but if someone has tested that, please let me know how it went :)
Yeah you can, i tried that in a test for jump etc it worked fine, you can have you MM state and your jump loop state, that said waiting for the epic sample project to see how they do it! -Shaun
I don’t understand where the correspondence is set like “this animation should be played when the character’s speed and direction is such and such” (for the Motion Matching). All guides seem to use already configured animations and skip this critical stage
This is happening at two points A(The player / us) when we move it is using the feet to build trajectory B(The animations) once again using the feet to build trajectory we have used feet (foot_r / foot_l) in the schema (you can add more as per the documentation) Now all it has to do is match the trajectory with the database Hope this made sense. -RF Shaun
Godot is FANTASTIC!, daily practice is the key everyone has their own progression really, hard to put a time line on it just like if one were to pickup painting or any other skill. The more you put in the faster / more comfortable you will start getting.
this makes everything so much easier, but can we mix motion mathing with animation made by ourselves ? i mean if i want to make a fighting game, if i do that, can i mix with battle animations ?
hello i have a probleme , when i convert the animations in the mixamo converter , it still give me an error , but ive followed your steps in your last video who talking about that , can you help me pls ?
ouch i had to take a screen shot and zoom in the blue print you made for normal motion. all the rest i will have to make it myself listenning again since i am not an unreal maker this is going a bit quick over some simple bases. i think i can make it work with all the features you showed everything was clear. i just need to find an example of motion blueprint to get me started.
Hi marshal for this reason mainly we give the entire project file on our Patreon / coffie pages. No screenshots needed. The final stage of the project is there in its entirety to download There is also the sample project you can grab from the launcher
Hi marshal for this reason mainly we give the entire project file on our Patreon / coffie pages. No screenshots needed. The final stage of the project is there in its entirety to download There is also the sample project you can grab from the launcher
my 1 question, is it reliant on anim root motion being enabled to work? I prefer driving movement programmatically for my projects edit: and excellent video!
@@Rforge Just tried this myself. I may have asked a dumb question. Need RM on the anims yes, but the character is still controlled programmatically, animBP is ignoring RM save for montages... I say dumb question because this is of course how it would be done in Fortnite. Just FYI for anyone else reading this. Like Todd Howard once said... It just works!
My jaw actually dropped seeing how easily it, "Just works". Epic continues to impress me more and more with each update to the engine. The tutorial was well executed and straight to the point, considering you set up an entirely new project, I'm seriously impressed you compressed it all down that far, kudos to you and thanks for the info!
Thank you so much for your kind words!
This is actually a very good tutorial video. Straight to the point without rambling on about the unimportant stuff. 👍
Motion matching read the Root Motion from animation, calculate the Locomotion blend tree auto, then use in Animation Blueprint. That's a awesome tec!
I subscribe to what another dude said, the editing is very good, and the information well packed. This might have easily been a boring 50 minute tutorial, but its so much better now.
Thank you so much for your positive feedback!
For those who are following this tutorial
Please move the Casting to Begin Play in Animation BP and promote it to a variable.
In Event tick, just set Trajectory from your Character ref.
Casting on Event tick is very expensive and no need to check on every frame as well.
Hope this helps
But good tutorial and easy to understand.
💯 casting on tick is very heavy I was not able to get it to work with begin initializing animation, if you see trajectory from character ref does it work for you ?
@@Rforge I tried it and it worked, only issue with @sagarhinsu's response is that the casted reference might be requested before the variable is actually set, causing errors in the compiler, so to fix this I used an isvalid node
I've tried it multiple times following the UE documentation, I got as far as setting the animations in the database, but never got the animations to actually motion match.
This video is getting saved in my YT Database.
Thnx for this mate, hope to see a complete motion matching tutorial, with turning, crouching etc.
Thank you for your kind words!
I am confused at 5:03. On Motion Matching it says Animation>Motion Matching> Motion Database or Motion Database Config. There is no "Pose Search Scheme" option. Please help.
@@GhostInTheMachineOfficial the motion database and motion database config are from an older version of the plugin. you can do the same thing, but use motion database config instead of pose search scheme. or upgrade to the latest version
if every tutorial was to the point like this my life would be so much more pleasant
thanks dude
Thank you for the positive feedback!
I just want to say, your editing is impeccable.
Thank you for your feedback!
this is how video tutorial must be done
shortest as possible and to the point
Glad you liked it!
If they don't explain sht then its not lol.
How nice would it be if every video that explained how something works was like this. Good work man and thanks!
Glad you liked it!
Amazingly articulated tutorial. very clean and clear. Thanks for this
Glad you enjoyed it!
crazy how will change the workflow for animations, good im in learning process and can just shift to the new things
ive watched so many other ytbers do this in a more complicated way and done through more videos then just one, impressive is an understatement!
This is great! But how do I now combine this with crouching, jumping, attacking? I added my attack input and montage but I believe the motion matching keeps overwriting/interupting it. Also my character which I imported also converted and imported from maximo seems a little warped/deformed and I don't know why.
Such a great tutorial. This is just an amazing leap forward in terms of making character animation more accessible. Thanks. Keep it up!
Glad it was helpful!
LOVE it.
I need, absolutely need, a tutorial on jump, ie anything that is not just movement. Crouch or jump and I will be forever grateful.
You can toggle different databases(declare each state with an enum and blend poses by int) while using an animation montage for jumping
@@thescoobyshuffle9244 I've also tried this approach and it kinda works, but isn't it against the whole idea behind motion matching? The documentation states that "Contained within the Pose Search plugin, you can use the Motion Matching Animation Blueprint node as a dynamic alternative to State Machines, or Blendspaces". This means that either the documentation is wrong or we're doing it wrong.
I was looking at what is new about 5.4 and then this video was suggested. thank for the info and simple tutorial that explained how to set it up +1
man epic did a good job at adding this. it made animation so much simpler the old method kinda sucked and took too much time to set up with state machines and all that
this was the best tutorial about this. so straight forward and beautifully edited
Outstanding effort! Much appreciated 👍
Thank you for your feedback!
Thanks, man. Really enjoying the straight-to-the-point approach.
Glad to hear it!
You fixed my problem with root bone! Thanks!
Glad I could we could help !!!
Such a good video. I am just switching to Unreal Engine from Unity and with tutorials like these I don't think I will go back any time soon!!
Both engines (even godot) are amazing just go with what works for you and your project!
I havent done any new project for a few years, but god damn this makes me wanna dig into it again
Sir, you've earned yourself an EASY subscription. This was a fantastic video, and I hope to keep seeing more in the future! If you could consider doing a video including the jumps and turns, as well as maybe going from walk to run to sprint, that would be amazing.
The jumps and turns were a little janky, turns can be added in via curved trajectory animations but im waiting for the epic games sample project to see those animations, What has me interested is what is different about these 500 new animations and if there are pipeline changes for thing's like the jump and turns in the way they (the animations) are produced
amazing video, I've used your video over 5 times in different projects. You're killer.
hey, now that the sample project is out and ppl are starting to understand how it works, any plans on going deeper and explaining all the connecting parts that make it work? would love love love a clear and easy explanation just like what you did for this vid. It was really easy to follow :)
Great tutorial! Easy to follow and super clear. Thanks a lot for making it.
Glad it was helpful!
You are an awesome teacher. Thanks for the crash course!
so awesome would love to see how to record the characters movement during gameplay so you can use it in sequencer for short films! would be SO helpful!
This short tutorial makes me curious as to how memory intensive this particular set of processes is when being used in game and if it could be scaled up to work with large numbers of similar entities for larger scale projects in similar style to the Total War series or games like Age of Empires. Less a question and more just a food for thought comment.
Either way, really excited to see how far this sort of stuff can go!
Im curious would the trajectory be able to detect say a ledge to jump over - or a fence to jump over for example and its appropriate animations? Super cool tech look forward to trying it. Great tutorial.
Well this makes things way easier. Thanks for the Video!
Thanks for this nice tuto.
I was thinking MotionMatching will be an helpful tool to blend animation in sequencer 😭
I was expecting 5.4 will be a nice step ahead for cinematic, but animation artists seems to still be far from epic preoccupation
You helped me solve a serious problem I was having, props for the video.
Goodluck on your project(s)!
@@Rforge Yeah, I got it almost perfect with a single dance card animation from Ubisoft I was experimenting with. I haven't really made any alterations too the settings yet.
Great Tutorial my Friend, but i want a Complete Motion Matching Locomotion System like EPIC announcement, do you know if is possible to Make a Project including Jump, Crouching, Swimming, Fall High distance Jump, Mantling, Jump Obstacles, something like This, because i saw the EPIC Parkour video and i feel total happiness, and now i want to much learn how to made that thing too.
We can have receive a Advanced Tutorial as Soon is Possible?
Thank very much, you deserve all my respect, Great Job Friend.
From your Brazilian Subscribed Member. 🙏🙌
Likewise ! Waiting for the sample project with the 500 animations !
This doesn't work for me at all. I'm using Pistol Pro anims. I'll test it out with the same Mixamo anims you're using. Could you tell us ALL the movement settings you're using in your example? Do you use "Use Pawn Control Rotation" on the spring arm? Do you use "Use Controller Desired Rotation" on the movement comp? Do you use any of the Use Controller Rotation Pitch, Yaw, Roll options under the Pawn category in your character's class settings?
EDIT: I got it to work by getting the trajectory variable from the trajectory component THROUGH the character as opposed to setting the trajectory component and binding directly.
Great tutorial, simple and easy to understand, every step is covered.
Thanks for the positive feedback!
Considering setting this up using Motorica AI animations, generating some interesting results and easy to reiterate.
Excellent tutorials... short and packed with useful info. Thank U :)
Glad it was helpful!
You should explain why you do certain things. Like for example why at 3:24 you have rotate the character by 87 degrees? Why not 86 or 89?
Just FYI, the Mixamo converter doesn't seem to be available any longer on the website you mentioned
Great video!! How do you trigger a jump or shift trigger the run?
Is there a video for switching animations, crouch, pistol, shotgun, and rifle? And adding a jump?
would be great if you included a link to mixamo and the mixamo converter. also what to do on macos if the converter is only available for windows?
Good tutorial thanks for this info.
I have one question about the jumping and turning how we can add it on the data animation
Been waiting for this since they announced it. AMAZING.
Yeah 5.4 came with so many features! We'll be exploring all of them in upcoming videos
How can i make the same thing but for enemy or a monster not for the player ?
i have a question , whats the difference between Motion Matching Locomotion and using Blend Space locomotion , i dont see the benefit from Motion Matching ? tnx in advice
Pop! You got a new follower! Excellent video! Thank you!
Welcome aboard!
You just got a new subscriber. Very good video mate. Keep up the good work.
Welcome aboard!
absolutely fantastic! Thank you so much!
Could you please make a crouch followup? Do we need another state in our animation blueprint? Also could you please explain why we didn't use the turn animations? Thanks for an awesome video!
Hey mark !
Yeah just waiting as I've said to the others for the official project to see what changes are being made on the detection side
Right now we just have the trajectory how does it know if I'm crouched or vaulting
-Shaun
What about blendspaces in the asset list? How does that work exactly? Also how can we add crouch functionality using this?
Exactly what I needed. Thank you! 🙏
So glad! Thank you !!
Hello sir!
Let's say i have two different set of animations, one for "In Combat" and one for "At Ease" each one have a propper Idle - Walk - Run animation. How can i ask for the Motion Trajectory to select which set of animations it need to be used?
Thank you!
could you maybe put all the locomotion animations in the description?
I was about to K-word someone and only after your video my guy ve started to walk! Thank you! (wasn't able to make it work with original top down and switch to third person just changed the camera to top down one)
Glad I could help
Excellent tutorial, thanks
Glad you liked it
Hey there! Does anyone have any information on motion matching but on a quadrupedal animal? A lot of the information online I have found so far is for human characters, but we would like to do some real time animation on an animal instead. Any help is appreciated!
can you make a video showing how to add a jump animation?
WOOW! Just.... Wow!
how can i make with lyra animations, but for 8 way direction not 4?
excellent tutorial! really well done :) thanks for that very useful info
Glad you enjoyed it!
Fantastic Tutorial! Also how did you get console command helper?
Best wishes
Tilda key !
This is very interesting! Thanks!
Hey I have a question : can we use the lyra animations for commercial projects ? great video dude
@bumblestudio not yet but i'll tell u if I do
u can
@@call_me_klepton source : trust me bro or we actually can ?
@@call_me_klepton actually?
It’s a starter project. So yes. Unreal wants you to make money so they make money
force root locks flips my models upsidown, help lol
hey do you mind making a video how to slow the movement down?
So as a noob it may be a silly quesion but how does this work on first person? I assume it is the same process and the character legs and arms would move as the TPS would?
wow!!! awesome video thank you!
Glad you liked it!
How did you manage all these informations? Is it "only" training?
How does it know which animation to play and when? How does it know that the animation it plays when the character is still is an idle animation?
It uses the trajectory to decide in idle it will play an animation with no trajectory
Haven't tried with LYRA or mixamo animations yet, but the default animations didn't work correctly for me.
When I start walking it's still using the idle animation until I start running, running works but when I stop my character walks in place.
Correct same for me, which is why I used mixamo / lyra is needs a larger range of possibilities the default animations don't seem to give the system that
Which is why I'm super interested in the sample that's coming out soon to see how the anims are different
-Shaun
If we have an existing project with blendtrees do we delete all those animbps? Also how do we use motion matching if we have some animations that should only be played when climbing a wall or wallrunning
I would wait for the sample project to see what epic is doing with the animation / mocap differently for things like vaults etc
-Shaun
What a tutorial ❤ amazing, thankss🎉
Glad you liked it!
Is there any significant downside here? It seems too good to be true haha
Pretty much workflows and integration. There might also be a slight overhead for the processing but I'm hoping we can run that async to not clog up the main thread. I wanna run some stress tests when the sample comes out.
Doesn’t motion matching use more memory?
And when adding more animations I guess it’s more difficult to debug which animation to choose.
Since you will need to finetune the weights for the animation to start playing.
@@Shiffo You may be right. It shouldn’t be substantial though in cooked builds. Maybe a few more megabytes for the data that’s generated by the system. That’s worth it if you can go from 150mb worth of animations to something like 50 or less and get near identical quality.
I wonder how well it will work in multiplayer, considering it's using root motion for movement.
Either way, I'm really excited to try it out, but if someone has tested that, please let me know how it went :)
@@DevGods just had a look at the showcase. +350 animations in a dense animation set takes about 25mb of memory, while a
With the amount of noise in description I barely noticed link to the video you mentioned
thank you for this, I'm going to clean up future descriptions, i do want to make them cleaner for sure
What about animations for climbing etc. can you still add usual state machines on top of motion matching?
Yeah you can, i tried that in a test for jump etc it worked fine, you can have you MM state and your jump loop state, that said waiting for the epic sample project to see how they do it!
-Shaun
subscribed. do you know how to record this into a sequence?
I don’t understand where the correspondence is set like “this animation should be played when the character’s speed and direction is such and such” (for the Motion Matching). All guides seem to use already configured animations and skip this critical stage
This is happening at two points
A(The player / us) when we move it is using the feet to build trajectory
B(The animations) once again using the feet to build trajectory
we have used feet (foot_r / foot_l) in the schema (you can add more as per the documentation)
Now all it has to do is match the trajectory with the database
Hope this made sense.
-RF Shaun
I am dam sure ur from India me too thanks for this great tutorials
No he is from Canada! This is an Unreal Authorized Learning Channel
@@Nandakishore-km8lp yes but he is Indian that's is main thing maybe lived in Canada.
@@crazyguy7585 He is not Indian
how did you overcome the jump problem with the motionmatching from lyra unarmed animations?
Didn't use them for this, used state machine to do jumps the old way till the sample comes out
Damn! just subscribed to you. BTW, how much time will it takes a beginner to reach your level. IM just starting with godot
Godot is FANTASTIC!, daily practice is the key everyone has their own progression really, hard to put a time line on it just like if one were to pickup painting or any other skill. The more you put in the faster / more comfortable you will start getting.
Going from spending a month setting up my animations manually in Godot to seeing this... wow.
You actually don’t have to use an external tool to retarget animations you can now do it in Unreal with its auto retarget feature
Absolutely
The external tool is only to fix the skeleton (mixamo is missing a root bone) which makes root motion challenging
@@Rforge I actually don’t have an issue with that so I never had to put the skeleton in a external tool
thank you it was really good.
Glad you liked it!
this makes everything so much easier, but can we mix motion mathing with animation made by ourselves ? i mean if i want to make a fighting game, if i do that, can i mix with battle animations ?
Yes ! It takes anything that is a animation sequence / montage etc
I dont have the “Motion Matching” option under “Animation” im using 5.4. am i doing something wrong?
you have not added the plugin for motion matching do that first it should work
@@adityabhatt8893 What is the name of this plugin?
Bro this feature is insane. Why Epic gotta keep coming out with awesome features I want to make me update T.T
Our thoughts exactly haha
Really helpful
Epic!
Pun intended ;)
You just have a new subscriber.
Welcome aboard!
I got stuck at 5:10, for some reason it does not find the skeleton. For me its just blank :/
Did u find the motion matching?
Great video format here
Glad you enjoy it!
How to use this motion matching in the existing human motion resources in the mall
excellent tutorial
Glad you think so!
hmm, my BP_ThirdPersonCharacter does not have any blueprint code inside Event graph
Can you try restarting unreal with a third person template ?
-Shaun
hello i have a probleme , when i convert the animations in the mixamo converter , it still give me an error , but ive followed your steps in your last video who talking about that , can you help me pls ?
What is the error you are getting ?
-Shaun
@@Rforge something like : "there are missing bones"
Hi, in the motion matching i dont have pose search, i have all the plugins installet
me too
@@edu_src Did you find how to fix it?
Are you using 5.3 or 5.4
@@Rforge 5.3 becouse Its the only one that i can install
ouch i had to take a screen shot and zoom in the blue print you made for normal motion. all the rest i will have to make it myself listenning again since i am not an unreal maker this is going a bit quick over some simple bases. i think i can make it work with all the features you showed everything was clear. i just need to find an example of motion blueprint to get me started.
Hi marshal for this reason mainly we give the entire project file on our Patreon / coffie pages. No screenshots needed. The final stage of the project is there in its entirety to download
There is also the sample project you can grab from the launcher
Hi marshal for this reason mainly we give the entire project file on our Patreon / coffie pages. No screenshots needed. The final stage of the project is there in its entirety to download
There is also the sample project you can grab from the launcher
my 1 question, is it reliant on anim root motion being enabled to work? I prefer driving movement programmatically for my projects
edit: and excellent video!
Root motion is a requirement for this, tried it without root motion and it was not performing well
@@Rforge Thank you for trying that out. Turned on notifications for your videos!
@@Rforge Just tried this myself. I may have asked a dumb question. Need RM on the anims yes, but the character is still controlled programmatically, animBP is ignoring RM save for montages... I say dumb question because this is of course how it would be done in Fortnite. Just FYI for anyone else reading this.
Like Todd Howard once said... It just works!