"I'm truly grateful for your videos. I've been able to understand how it works, and I've implemented the sprint and crouch with your help, and they work perfectly. It's a real pleasure to have found your account. Would it be possible to have a tutorial on creating a climbing system in the future? We would all be very thankful! I'll be following your channel closely. Thanks for all your content!"
Thank you so much for the kind words! I'm really glad to hear that the tutorials have been helpful for you, and it's awesome to know you've got the sprint and crouch systems working perfectly! A climbing system is definitely a great idea for a future tutorial-I'll add it to the list! Stay tuned, and thanks for your support. I really appreciate you following the channel closely!
@@TheEpicSingh love your channel and climbing would be a great video that i can understand because the way you explan stuff is extraordinary if you do consider the vide can you implement a stamina system using the gasp thanks
Thankyou, this is so helpful, this is the first tutorial on motion matching I've seen where I've come away actually understanding at least on a surface level how it's all linked together (I may just be a dumb, but this gelled for me and I'm a noob to UE) and I have it working. I think I have enough here to give me the confidence to try to figure out more movement variations on my own to test myself, which is a great feeling. I would also like to see climbing, specifically IK. Much appreciated...
Thank you for the kind words! I'm really glad the tutorial helped you understand motion matching and that you're feeling confident to explore more on your own-that's the best part! Climbing with IK sounds like an awesome idea, and it's definitely something I can look into for future tutorials. Keep experimenting, and don’t hesitate to reach out if you have any more questions or need help along the way. Much appreciated! 🙌
@@TheEpicSingh How should I handle rolls and combo attacks? Their legs shouldn't be tied like that. Could you provide an extended lesson, please? Or maybe I could contact you and order a video separately for financial motivation? Could you please share your Discord?
@@TheEpicSingh I’m also interested in how to create such a project myself and use custom animations in motion matching instead of internal ones, so that the feet don’t slide. The default animations add a sporty run, but I think it looks a bit unaesthetic for fantasy characters.
This is such a great tutorial, thank you !!! When customizing the speed of your characters, wouldn't it make sense to set the variables in the child blueprint on the ConstructionScript instead ? I think it would be cleaner to do it there.
Do you have any thoughts on how to control the rotation and aiming of the character using the cursor and a static camera? I've been struggling with trying to implement this concept in the sample GASP project.
omg ive been looking for some explanations involving this system for awhile. thanks a bunch! is there anyway you can expand on this turorial and show how to incorporate sockets and interacting like picking up a weapon and aiming it?
I'm glad you found the tutorial helpful! I'll definitely be expanding on this system. I'm creating a new tutorial coming this Saturday about animation layering with motion matching. Until then, you can watch my 1-hour tutorial about how motion matching works: [ua-cam.com/video/GwHyhPouBb0/v-deo.html]. Thanks for your support!"
Thank you so much! I'm glad you're enjoying the motion matching series. Stay tuned for more tutorials, and feel free to let me know if there's anything specific you'd like to see next! 😁🙏🏼
I'm making a survival horror prototype, and When I set the run speed to 350 when I run the character pauses for a second then runs again, I tried solving it but I couldn't, do you have any tips?
Nice both work quite good, but quick question how can i make the sprint limited so that like the player can sprint for 5 seconds then he has to wait like 10 seconds to sprint again
Glad to hear both are working well! For limiting the sprint duration, you can implement a mechanism similar to a stamina bar. You can achieve this by using a Boolean and a timer function. When the player starts sprinting, set the Boolean to true and start the timer. After the timer ends (e.g., after 5 seconds), set the Boolean to false, which will stop the sprinting. You can then set a cooldown period, like 10 seconds, before allowing the player to sprint again.
I'm adding a Left Shift to run feature using your method at 33:04-ish which works great but the character looks like he is limping. My guess is that he's moving just fast enough to be blending into the run a bit. If I try and set the walk speed along with run, it does not work. Any suggestions?
Hey! Apologies for the late response. The only time I saw my character limping while walking or running was when I was playing with values of the Two Bone IK when I set up the Foot-IK in the control rig. Would recommend you to check in there if it's implemented in your character. Thanks for watching and comment! Hope it helps :)
Hey, thanks a lot for watching and for the support! 🙌 I’m glad you noticed the controller integration. I can definitely put together a tutorial on how to add controller support soon! Stay tuned, and I’ll make sure to cover it in detail. 🎮
Try to re-download the GASP, if still it doesn't have the crouch anims, let me know, you can join my discord and I'll share with you the crouch idle anims there!
Do you have an idea of how I can fix mantling for 0.75 scaled down character metahuman, my character is small, so it's a bit buggy with the mantling animations (hands are not hooked to the ledges)?
Yes, I'm aware of this issue with scaled-down characters, especially when it comes to mantling. It can definitely be tricky with smaller characters like your 0.75 scaled metahuman. I'll look into it and try to figure out a solution soon. Thanks for bringing it up, and I appreciate your patience!
Glad it worked! I'll definitely consider making a video on how to replicate crouch animations from the database. Thanks for the suggestion, and it’s awesome that you’ve already got a version with replication!
hi, thanks for the tutorial! crouching works when my character is in walking mode (ctrl), when its walking slow, crouching works. however if it's running, when i press C, the camera moves down and the character's animation freezes and it continues moving :( also, when i press C and stop simulation, i get an error "No database assets provided for motion matching." - this error only happens if i press C during play how can i fix this? the same issue happens with both the project default character and also with my custom character (kwang from paragon)
Glad you found the solution! Yes, setting the gait condition to 'Any' in the chooser table is crucial for the crouch idle and crouch walk to work correctly. If you run into any other issues, feel free to reach out!
when I'm crouching and walk into a wall my character just walks through it and then gets stuck how do I stop it and let it know there is a wall there I also would like to know if you could make it where you can vault while in crouch
Hi! Thanks for your comment. I'm aware of the issue where the character walks through the wall when crouching. When approaching a wall, the crouching animation should stop and the crouch idle animation should play. I'll look into this issue further-there might need to be a check while approaching the wall. Regarding vaulting while crouching, I believe we can add a condition in the Pose Search Database (PSD) traversal chooser table to enable vaulting while crouching. I'll explore this in a future tutorial.Thanks for bringing these points up!
Thanks for sharing your experience. I've also encountered the issue where the game lags for a second when crouching for the first time. I'm not sure why this happens, but I'll look into it and figure it out. Stay tuned for updates!
For that, get a boolean and attach a branch condition to Input action of crouch so that crouch only when the character is not in air, or not is falling, you can get this Boolean from the character movement component.
Yo! To make turning work properly, you'll need to make some adjustments in your animation blueprint. At least 4 directional animations are required, and then you can perform orientation warping.
Hello! Can you elaborate on how your animation was shaking? When you're trying to turn with the mouse? Or something else. Apologies for the delayed response. And let me know!
For anyone else having the same problem, I have found one little issue once I migrated this character to my own project, I still kept getting the "no database assets provided for motion matching” error, despite fixing the sprints, I had to increase the upper Speed 2D threshhold from 999, I went with 9999 in both crouch idles and stand idles and haven't had an issue since.
Thanks for sharing this fix! That "no database assets provided for motion matching" error can be tricky, and your solution will definitely help others. Glad to see you got it working smoothly by adjusting the Speed 2D threshold. Keep up the great work, and feel free to reach out if you encounter any other issues!
I'm aware of this issue, seems like the animation doesn't stop completely when the wall is detected, as the capsule collider is blocked by the wall but the animation of crouch still plays sometimes. I'll let you know when I get this issue resolved!
In the current crouch idle states, when you move your camera the characters head rotate. But if you want to rotate the character itself, there's no anims for the pivot rotation at idle crouch state. But still I'll let you know!
Hello man nice tutorial very informative. Neraly Everything worked well, this one thing is buging me right now, which is the crouch animation getting stuck when you look directly on the ground while idle or when looking to the left or right it gets stuck on a specific animation i hope you can help me fix this. i looked into the debugger you showed in the video and i found out that (M neutral crouch idle break v02) animation is the one overlapping with itself.
Hi! Thanks for the feedback, and I'm glad you found the tutorial informative. Regarding the issue with the crouch animation getting stuck, I think the solution might be in the Pose Search database of crouch idles. It looks like the 'crouch idle loop' animation might be included there, which could be causing the overlap. Can you try deleting the crouch idle loop animation from the crouch idles Pose Search database and see if that resolves the issue? Let me know if it works or if you need any further assistance! Thanks again. 😁
@@TheEpicSingh hello man, sadly i tried that and it made it overlap even more with other animations included in the database the loop animation seems to be right there. But i think that it might be the look Animation that is causing the issue but dont know how to fix it
Hello, I'm sorry to hear that didn't work. I'll take a closer look and find a solution. Please give me some time until tomorrow. Thanks for your patience!
@@TheEpicSingh no problem bro, and take your time. If you cant seem to find a solution there is no problem we'll just wait for ue5 lol. If you need to see the problem for yourself just open the template add the crouch animations and just be idling with it and look around for a bit till one of the animations plays and you will notice that it will repeat the same animation like its stuck on it, until you look in a different direction to play another animation. This is some context for you man. And thank you for real dude.
Hello! I apologize for the delay in responding to your comment from two weeks ago. Due to a tight schedule, I couldn't reply earlier. I did work on the solution but couldn't make a video about it until now.I'm happy to let you know that I finally made the video addressing the issue you mentioned, and I've uploaded it today. You can check it out here: [ua-cam.com/video/NlNOFYwDyMI/v-deo.html]. Thank you for your patience and support!
That's one thing I missed, I'll make sure to cover up in the upcoming tutorial. You can add the branch statement that only crouch if you're not falling of not in air.
I'm aware that the crouch doesn't include the jump combination, which causes the character to stay crouched when pressing the jump trigger. I'll cover this issue and provide a fix in an upcoming tutorial!
@@TheEpicSingh what you're suggesting is easier said than done but after looking around it seems many people have a problem with this but it's not addressed in any tutorial. Most of the people hosting the tutorials don't know the answer either. I've asked this question countless times over the past 6 months and you're the first person to answer.
I would like to learn more about this issue, it would be great if you could join the discord server and we can have a good discussion there and hopefully find a solution for that. Also a short screen recording of the character sliding would be great to help start debugging. Discord link - discord.gg/3JE4Mv3sdW
@TheEpicSingh thanks for the offer but I've found a solution. However there's not enough animation tutorials in 5.4 most of them are 5.3 or older and the subtle differences are enough to throw newcomers off. I'm glad 5.5 preview has been launched now we might get some animation tutorials in 5.4 I might add I'm not into games I want to make short films using only UE environments and metahumans, no real people or environments
"I'm truly grateful for your videos. I've been able to understand how it works, and I've implemented the sprint and crouch with your help, and they work perfectly. It's a real pleasure to have found your account. Would it be possible to have a tutorial on creating a climbing system in the future? We would all be very thankful! I'll be following your channel closely. Thanks for all your content!"
Thank you so much for the kind words! I'm really glad to hear that the tutorials have been helpful for you, and it's awesome to know you've got the sprint and crouch systems working perfectly!
A climbing system is definitely a great idea for a future tutorial-I'll add it to the list!
Stay tuned, and thanks for your support. I really appreciate you following the channel closely!
@@TheEpicSingh love your channel and climbing would be a great video that i can understand because the way you explan stuff is extraordinary if you do consider the vide can you implement a stamina system using the gasp thanks
Thankyou, this is so helpful, this is the first tutorial on motion matching I've seen where I've come away actually understanding at least on a surface level how it's all linked together (I may just be a dumb, but this gelled for me and I'm a noob to UE) and I have it working. I think I have enough here to give me the confidence to try to figure out more movement variations on my own to test myself, which is a great feeling. I would also like to see climbing, specifically IK. Much appreciated...
Thank you for the kind words! I'm really glad the tutorial helped you understand motion matching and that you're feeling confident to explore more on your own-that's the best part! Climbing with IK sounds like an awesome idea, and it's definitely something I can look into for future tutorials. Keep experimenting, and don’t hesitate to reach out if you have any more questions or need help along the way. Much appreciated! 🙌
Thanks and subscribe! Why doesn’t it work in the same way with combat animations when I try to add them to the table? They either slide or glitch.
Thanks for your support! For combat animations it has to be used with Anim Montages so that we can have the whole control over it.
@@TheEpicSingh How should I handle rolls and combo attacks? Their legs shouldn't be tied like that. Could you provide an extended lesson, please? Or maybe I could contact you and order a video separately for financial motivation? Could you please share your Discord?
@@TheEpicSingh I’m also interested in how to create such a project myself and use custom animations in motion matching instead of internal ones, so that the feet don’t slide. The default animations add a sporty run, but I think it looks a bit unaesthetic for fantasy characters.
nice, like the crouching - sprinting looks a bit funky
Thanks for the feedback! Glad you liked the crouching. I’ll take a look at the sprinting to see if it can be refined. Always striving to improve!
This is such a great tutorial, thank you !!! When customizing the speed of your characters, wouldn't it make sense to set the variables in the child blueprint on the ConstructionScript instead ? I think it would be cleaner to do it there.
Thanks! Appreciate your support and feedback! And surely it's better to set the speeds in the child blueprints.
Do you have any thoughts on how to control the rotation and aiming of the character using the cursor and a static camera? I've been struggling with trying to implement this concept in the sample GASP project.
You will need to implement Aim offset functionality, to control the player to look wherever the mouse is, like the fps games.
omg ive been looking for some explanations involving this system for awhile. thanks a bunch! is there anyway you can expand on this turorial and show how to incorporate sockets and interacting like picking up a weapon and aiming it?
I'm glad you found the tutorial helpful!
I'll definitely be expanding on this system. I'm creating a new tutorial coming this Saturday about animation layering with motion matching. Until then, you can watch my 1-hour tutorial about how motion matching works: [ua-cam.com/video/GwHyhPouBb0/v-deo.html]. Thanks for your support!"
@TheEpicSingh oh I already fully watched it thank you! Can't wait for the new video then!
Loving this Motion Matching series...Thanks.
Thank you so much! I'm glad you're enjoying the motion matching series. Stay tuned for more tutorials, and feel free to let me know if there's anything specific you'd like to see next! 😁🙏🏼
WoW .. ! Nice Work Tutorial .. ! Thanks .. for this !
Thank you! I'm glad you enjoyed the tutorial. Your support means a lot. If you have any suggestions for future videos, let me know! 🙂
I'm making a survival horror prototype, and When I set the run speed to 350 when I run the character pauses for a second then runs again, I tried solving it but I couldn't, do you have any tips?
Nice both work quite good, but quick question how can i make the sprint limited so that like the player can sprint for 5 seconds then he has to wait like 10 seconds to sprint again
Glad to hear both are working well! For limiting the sprint duration, you can implement a mechanism similar to a stamina bar. You can achieve this by using a Boolean and a timer function. When the player starts sprinting, set the Boolean to true and start the timer. After the timer ends (e.g., after 5 seconds), set the Boolean to false, which will stop the sprinting. You can then set a cooldown period, like 10 seconds, before allowing the player to sprint again.
@@TheEpicSingh ok ill try to do that, thanks
Should CHT_PoseSearchDatabases_Sparse perform the same things as Dense?
It depends whether you're performing animations from the sparse database, you can check that using the review debugger for Motion Matching
I'm adding a Left Shift to run feature using your method at 33:04-ish which works great but the character looks like he is limping. My guess is that he's moving just fast enough to be blending into the run a bit. If I try and set the walk speed along with run, it does not work. Any suggestions?
Hey! Apologies for the late response.
The only time I saw my character limping while walking or running was when I was playing with values of the Two Bone IK when I set up the Foot-IK in the control rig.
Would recommend you to check in there if it's implemented in your character.
Thanks for watching and comment!
Hope it helps :)
Hello, great content 👍 make a video about opponents and battles with them
Hello! Thanks for the compliment and suggestion. That's a great idea! I'll definitely consider making a video about it!
Hey thank you so much for your videos I see you you have controller support can you do a tutorial on how to do that? 29:40
Hey, thanks a lot for watching and for the support! 🙌 I’m glad you noticed the controller integration. I can definitely put together a tutorial on how to add controller support soon! Stay tuned, and I’ll make sure to cover it in detail. 🎮
@@TheEpicSingh thank you so much 🫶🏽
pls make one video on crouch jump
6:26 I don't have these crouch idle animations in the UEFN_Mannequin folder..
Try to re-download the GASP, if still it doesn't have the crouch anims, let me know, you can join my discord and I'll share with you the crouch idle anims there!
Do you have an idea of how I can fix mantling for 0.75 scaled down character metahuman, my character is small, so it's a bit buggy with the mantling animations (hands are not hooked to the ledges)?
Yes, I'm aware of this issue with scaled-down characters, especially when it comes to mantling. It can definitely be tricky with smaller characters like your 0.75 scaled metahuman. I'll look into it and try to figure out a solution soon. Thanks for bringing it up, and I appreciate your patience!
@@TheEpicSingh Thanks for your response
@@TheEpicSingh I waiting too
thanks its work! Can you make a video how to replicate crouch animations from db? i have a version with replication.
Glad it worked! I'll definitely consider making a video on how to replicate crouch animations from the database. Thanks for the suggestion, and it’s awesome that you’ve already got a version with replication!
hi, thanks for the tutorial! crouching works when my character is in walking mode (ctrl), when its walking slow, crouching works. however if it's running, when i press C, the camera moves down and the character's animation freezes and it continues moving :( also, when i press C and stop simulation, i get an error "No database assets provided for motion matching." - this error only happens if i press C during play
how can i fix this? the same issue happens with both the project default character and also with my custom character (kwang from paragon)
i found my problem, i forgot to set gait condition as "any" for crouch idle and crouch walk. i did that and now the issue is gone
Glad you found the solution! Yes, setting the gait condition to 'Any' in the chooser table is crucial for the crouch idle and crouch walk to work correctly. If you run into any other issues, feel free to reach out!
@@TheEpicSingh thank you so much!!!!!!!!!
Excellent content❤
Thanks a lot for your support!
when I'm crouching and walk into a wall my character just walks through it and then gets stuck how do I stop it and let it know there is a wall there
I also would like to know if you could make it where you can vault while in crouch
the same problem, also my game freezes when i try to crouch for the first time
Hi! Thanks for your comment. I'm aware of the issue where the character walks through the wall when crouching. When approaching a wall, the crouching animation should stop and the crouch idle animation should play.
I'll look into this issue further-there might need to be a check while approaching the wall.
Regarding vaulting while crouching, I believe we can add a condition in the Pose Search Database (PSD) traversal chooser table to enable vaulting while crouching. I'll explore this in a future tutorial.Thanks for bringing these points up!
Thanks for sharing your experience. I've also encountered the issue where the game lags for a second when crouching for the first time. I'm not sure why this happens, but I'll look into it and figure it out. Stay tuned for updates!
IF we press jump or jumping from a block and press shift+w(sprint) then the character is on Air /. Please give solution
For that, get a boolean and attach a branch condition to Input action of crouch so that crouch only when the character is not in air, or not is falling, you can get this Boolean from the character movement component.
yo dude i have only 1 animation on sprint and i want to turn do you have any tips
Yo! To make turning work properly, you'll need to make some adjustments in your animation blueprint. At least 4 directional animations are required, and then you can perform orientation warping.
@@TheEpicSingh yeah i did that but then my anim was shaking
Hello! Can you elaborate on how your animation was shaking? When you're trying to turn with the mouse? Or something else.
Apologies for the delayed response. And let me know!
For anyone else having the same problem, I have found one little issue once I migrated this character to my own project, I still kept getting the "no database assets provided for motion matching” error, despite fixing the sprints, I had to increase the upper Speed 2D threshhold from 999, I went with 9999 in both crouch idles and stand idles and haven't had an issue since.
Thanks for sharing this fix! That "no database assets provided for motion matching" error can be tricky, and your solution will definitely help others. Glad to see you got it working smoothly by adjusting the Speed 2D threshold. Keep up the great work, and feel free to reach out if you encounter any other issues!
@@TheEpicSingh No worries, and thankyou, will do!
Why when crouching you can walk through the vaulting cubes?
I'm aware of this issue, seems like the animation doesn't stop completely when the wall is detected, as the capsule collider is blocked by the wall but the animation of crouch still plays sometimes.
I'll let you know when I get this issue resolved!
How to add rotation to a character if he stands still when crouching idle?
In the current crouch idle states, when you move your camera the characters head rotate. But if you want to rotate the character itself, there's no anims for the pivot rotation at idle crouch state. But still I'll let you know!
Hello man nice tutorial very informative. Neraly Everything worked well, this one thing is buging me right now, which is the crouch animation getting stuck when you look directly on the ground while idle or when looking to the left or right it gets stuck on a specific animation i hope you can help me fix this. i looked into the debugger you showed in the video and i found out that (M neutral crouch idle break v02) animation is the one overlapping with itself.
Hi! Thanks for the feedback, and I'm glad you found the tutorial informative.
Regarding the issue with the crouch animation getting stuck, I think the solution might be in the Pose Search database of crouch idles. It looks like the 'crouch idle loop' animation might be included there, which could be causing the overlap.
Can you try deleting the crouch idle loop animation from the crouch idles Pose Search database and see if that resolves the issue?
Let me know if it works or if you need any further assistance!
Thanks again. 😁
@@TheEpicSingh hello man, sadly i tried that and it made it overlap even more with other animations included in the database the loop animation seems to be right there. But i think that it might be the look Animation that is causing the issue but dont know how to fix it
Hello, I'm sorry to hear that didn't work. I'll take a closer look and find a solution. Please give me some time until tomorrow. Thanks for your patience!
@@TheEpicSingh no problem bro, and take your time. If you cant seem to find a solution there is no problem we'll just wait for ue5 lol. If you need to see the problem for yourself just open the template add the crouch animations and just be idling with it and look around for a bit till one of the animations plays and you will notice that it will repeat the same animation like its stuck on it, until you look in a different direction to play another animation. This is some context for you man. And thank you for real dude.
Hello!
I apologize for the delay in responding to your comment from two weeks ago. Due to a tight schedule, I couldn't reply earlier. I did work on the solution but couldn't make a video about it until now.I'm happy to let you know that I finally made the video addressing the issue you mentioned, and I've uploaded it today.
You can check it out here: [ua-cam.com/video/NlNOFYwDyMI/v-deo.html].
Thank you for your patience and support!
Thankyouuuu
You're welcome! 😁
nice, thank you
You're welcome! I'm glad you enjoyed the video. If you have any questions or suggestions for future tutorials, let me know!
how can i stop the crouch from being pressed repeatedly while in air?
That's one thing I missed, I'll make sure to cover up in the upcoming tutorial.
You can add the branch statement that only crouch if you're not falling of not in air.
@@TheEpicSingh Thankyou so much ive turned my bell on for new videos love it !!
@@TheEpicSingh in the upcoming series do you plan to cover how to implement a stamina system using gasp?
Sure!
@@TheEpicSingh thanks so much I love your videos
this crouch tutorial leaves out the jump combination. with this you cannot uncrouch or even jump if you press jump trigger. it stays in crouch.
I'm aware that the crouch doesn't include the jump combination, which causes the character to stay crouched when pressing the jump trigger. I'll cover this issue and provide a fix in an upcoming tutorial!
Can someone tell me why my characters slide when walking
Maybe you need to adjust the character movement speed
@@TheEpicSingh what you're suggesting is easier said than done but after looking around it seems many people have a problem with this but it's not addressed in any tutorial. Most of the people hosting the tutorials don't know the answer either. I've asked this question countless times over the past 6 months and you're the first person to answer.
I would like to learn more about this issue, it would be great if you could join the discord server and we can have a good discussion there and hopefully find a solution for that. Also a short screen recording of the character sliding would be great to help start debugging.
Discord link - discord.gg/3JE4Mv3sdW
@TheEpicSingh thanks for the offer but I've found a solution. However there's not enough animation tutorials in 5.4 most of them are 5.3 or older and the subtle differences are enough to throw newcomers off. I'm glad 5.5 preview has been launched now we might get some animation tutorials in 5.4
I might add I'm not into games I want to make short films using only UE environments and metahumans, no real people or environments
We wont have crouch run, its not necessary got me LOL
😂😂🙈