For anybody having an issue with connecting the 'Character' to the BPThirdPerson character, try connecting 'Try Get Pawn Owner' into the 'Cast To' node. This worked for me, thank you for this video!
Another great tutorial, sir. I'd love to know what the pros and cons are between using sockets vs baking the animation to a rigged prop in Maya. It seems that there probably needs to be closed-hand and open-hand variants for weapon equipping too, which this socket technique doesn't seem to address. (I'm fairly new to Unreal, so slowly piecing together all of these concepts...) Thanks again.
used 4 of your videos and had to make my own custom "ABP_Manny" animation blueprint to incorporate all 4 of your videos into one but it worked with no errors. gotta say it dont look half bad either especially since i can so easy add all my characters animations now....damn kudos man! you should really do another video where it ties it all together to make it even easier for people. took me a bit of trial and error and a few days. but combining the 8 way movement, the jumping (kratos), top half animation zombie attack video and this one. turned out beautiful! now i just need to add crouch, sprint, swimming, interact lol
Great tutorial to understand the basics of implementing animations, but when you're walking while drawing/sheathing the sword the character just slides instead of moving his feet, how would you fix that? Would you need extra animations for that?
you would need extra animations for that. you can however enable root motion on the montage and it would stop your character from moving when equipting and sheathing which as a good workaround until you can make some animations or download some.
Personally me instead of adding notify and allat extra stuff i just stayed in my character event graph added delay after montage then attached it to a different socket
Hello, hello, Thanks for this great video, I'm currently following your "How To Make A Melee Combat System In Unreal Engine 5" course. I'd like to know how I can combine the "Equip" animation with the "BS_Combat". In fact, I'd like my character to equip only in combat mode.
I have an issue when trying to apply sheathing and unsheathing to multiple weapons. Have a back socket, a hip socket, etc. For some reason when one is sheathed, the other wants to sit on the ground and not go to it's sheath socket.
For the life of me I can't figure out how to get this to work in my project. It does a bit of an animation, but the weapon stays in the sheath socket. I tried in a new project and it worked fine. What have I changed in my project that would cause this??
Im having a problem at 7:43. My locomotion state machine is connected to my output pose and i cant seem to find anything called "main states". Any help would be amazing
6:48 i have a problem right there; when i enter in this modifier i can see the 2 swords (i think is a problem) and when i play the game i have the sword on the left of the player but when i press the button to play the animation for have the sword in the hand nothing happen, the animation work but i can't have the sword in the hand. any solutions?
It looks like even though the character is 'holding a sword' their hand is still open. Shouldn't the hand animation change along with the equipping event?
I did everything like the video, it didn't give me a single error but when I press the number 1, it doesn't make the animation haha I already tried to put another key on the keyboard and it didn't help either :&
Bruh i had a huge problem with the animation not even working. Problem is i was using my animations i set up on my own. I only had a sheathing animation so i created a montage of it and set the rate scale to -1 to make it look like it was drawing instead. That was my problem with using a negative montage. FIRST, i created a dupe of the sheathing animation sequence, and set that to negative 1 so it played in reverse. Then created a montage of that and it set it back to a positive scale, BUT still played it in reverse and that fixed my problem. In case anyone else did what i did, hope this helps
Hi, I am having problem using this animation with one of your video on Udemy called "How To Make A Melee Combat System In Unreal Engine 5" When I import this animation and apply it to the skeleton enemy in that course, it doesn't work How do we add sheathe/unsheathe animations to our skeleton and Greystone characters in that video? Thank in advance
@@UnrealUniversity Hey, so I searched online and people referred to a site called Mixamo , I uploaded our skeleton and there was a sheathe/draw animation in Mixamo and gave it those animations. But as you know in your video there is no blueprints for draw/sheathe weapons , i was wondering if you could show me the blueprints on how our skeleton enemy would use these draw/sheathe animations in & out of combat over there? We only need skeleton, as you already shown here in this video the blueprints for player character which we can apply too Greystone over there.. I Thank you once again in advance.
3:07 i dont have any idea what im doing wrong the skeletal mesh wont allow me to move sockets or bones it just shows me where they are and in anim montages i cannot ado the unequip notify or anything
Yes, In take recorder it records all characters bone transforms even you use physics animation for bones such tails and ragdolls. Here the issue ise there is attach detach in Sequencer menu(you wanna define sockets here(it asks bythe way)), After recording all in Take recorder. Then use this attach detach in sequencer.
1) Make sure the mesh you are trying to attach to the socket is parented under the mesh you want to attach it to. 2) Make sure you are using "Component to Component" and not "Actor to Component".
For anybody having an issue with connecting the 'Character' to the BPThirdPerson character, try connecting 'Try Get Pawn Owner' into the 'Cast To' node. This worked for me, thank you for this video!
perfect i had same problem
thanks dude!
Bro you saved the day.. congrats.. was having the same issue, but ur idea came in clutch!
@@azanalhassan Glad I could have been of help my dude!
@@Wrangler.09s Love you bro
Worked flawlessly. I was happy to see that it paired smoothly with my crouch walk animation.
You are the simplest and best tutorial I have ever heard bro
Thank you so much ! Are we gonna get a tut on switching weapons please ?
Another great tutorial, sir. I'd love to know what the pros and cons are between using sockets vs baking the animation to a rigged prop in Maya. It seems that there probably needs to be closed-hand and open-hand variants for weapon equipping too, which this socket technique doesn't seem to address. (I'm fairly new to Unreal, so slowly piecing together all of these concepts...) Thanks again.
used 4 of your videos and had to make my own custom "ABP_Manny" animation blueprint to incorporate all 4 of your videos into one but it worked with no errors. gotta say it dont look half bad either especially since i can so easy add all my characters animations now....damn kudos man! you should really do another video where it ties it all together to make it even easier for people. took me a bit of trial and error and a few days. but combining the 8 way movement, the jumping (kratos), top half animation zombie attack video and this one. turned out beautiful!
now i just need to add crouch, sprint, swimming, interact lol
Thank you brother.. this tutorial was really helpful.. 🙏
Thanks. Great straight forward tutorial.
Great tutorial to understand the basics of implementing animations, but when you're walking while drawing/sheathing the sword the character just slides instead of moving his feet, how would you fix that? Would you need extra animations for that?
please let me know if you found how to fix this
you would need extra animations for that. you can however enable root motion on the montage and it would stop your character from moving when equipting and sheathing which as a good workaround until you can make some animations or download some.
This is a tutorial I really need!!!
Thank you for the tutorial :) !!!
Thank you for this in-depth tut !!
My pleasure!
Personally me instead of adding notify and allat extra stuff i just
stayed in my character event graph
added delay after montage then
attached it to a different socket
Hello, hello, Thanks for this great video, I'm currently following your "How To Make A Melee Combat System In Unreal Engine 5" course. I'd like to know how I can combine the "Equip" animation with the "BS_Combat". In fact, I'd like my character to equip only in combat mode.
Just seeing this, I will add this as an update in the future, I have noted this request down
I have an issue when trying to apply sheathing and unsheathing to multiple weapons. Have a back socket, a hip socket, etc. For some reason when one is sheathed, the other wants to sit on the ground and not go to it's sheath socket.
For the life of me I can't figure out how to get this to work in my project. It does a bit of an animation, but the weapon stays in the sheath socket. I tried in a new project and it worked fine. What have I changed in my project that would cause this??
at 4:54 static mesh did not work for sword, skeletal mesh did since my sword was a skeletal mesh type
You can use a skeletal mesh instead
Im having a problem at 7:43. My locomotion state machine is connected to my output pose and i cant seem to find anything called "main states". Any help would be amazing
6:48 i have a problem right there; when i enter in this modifier i can see the 2 swords (i think is a problem) and when i play the game i have the sword on the left of the player but when i press the button to play the animation for have the sword in the hand nothing happen, the animation work but i can't have the sword in the hand.
any solutions?
Check socket name, maybe you wrote "sword" and not "Sword".
It looks like even though the character is 'holding a sword' their hand is still open. Shouldn't the hand animation change along with the equipping event?
how do you choose the button for equip and unequip?
using my own custom mesh and this dont work for me at all.
I did everything like the video, it didn't give me a single error but when I press the number 1, it doesn't make the animation haha
I already tried to put another key on the keyboard and it didn't help either :&
Where I get sword animation?
Bruh i had a huge problem with the animation not even working. Problem is i was using my animations i set up on my own.
I only had a sheathing animation so i created a montage of it and set the rate scale to -1 to make it look like it was drawing instead. That was my problem with using a negative montage. FIRST, i created a dupe of the sheathing animation sequence, and set that to negative 1 so it played in reverse. Then created a montage of that and it set it back to a positive scale, BUT still played it in reverse and that fixed my problem. In case anyone else did what i did, hope this helps
Hi, I am having problem using this animation with one of your video on Udemy called "How To Make A Melee Combat System In Unreal Engine 5"
When I import this animation and apply it to the skeleton enemy in that course, it doesn't work
How do we add sheathe/unsheathe animations to our skeleton and Greystone characters in that video?
Thank in advance
Well the problem is this is animation is for the ue5 mannquinn and I could not find an animation like this for that character
@@UnrealUniversity Hey, so I searched online and people referred to a site called Mixamo , I uploaded our skeleton and there was a sheathe/draw animation in Mixamo and gave it those animations.
But as you know in your video there is no blueprints for draw/sheathe weapons , i was wondering if you could show me the blueprints on how our skeleton enemy would use these draw/sheathe animations in & out of combat over there?
We only need skeleton, as you already shown here in this video the blueprints for player character which we can apply too Greystone over there..
I Thank you once again in advance.
why does it when i press 1 again after i draw the sword, it doesnt sheath but keeps doing the draw animation
same problem. did you found any solution for that?
have you set up a flip flop?
same problem
I can apply this in the inventory tutorial?
thankyou so much
Didn't work for me. Not sure what i did wrong. weapon just stay in hand socket no matter what position character in.
Bro how you fixed this problem?
why cant i attach component to component like the sword? dose not give me that option when i add
I have a problem at 8:10 it wont show me references im using my own character and animationd is that why?
for some reason when i import the 2 animation the character look twisted and all messed up :/
3:07 i dont have any idea what im doing wrong the skeletal mesh wont allow me to move sockets or bones it just shows me where they are and in anim montages i cannot ado the unequip notify or anything
Just parent it to the character mesh
Do you know by any chance how to record that by take recorder?
Yes, In take recorder it records all characters bone transforms even you use physics animation for bones such tails and ragdolls. Here the issue ise there is attach detach in Sequencer menu(you wanna define sockets here(it asks bythe way)), After recording all in Take recorder. Then use this attach detach in sequencer.
I just studied UE and am wondering why I can't find the Attack component at minute 8:56.
it will be named what you called it in my case it was called "sword" as that what I named it, check in your character
I'm confused on how to do it on a custom character
Nvm I found it out
please share the solution as i am facing the same issue
same, only change character mesh
I don't know why, but I can't add or even find the animnotify made in the montage
im using motion matching does that matter on this cuz this dont work for me at all
after i do everything it stays in t pose. but atleast it pulls the object out
tq for ur animation
At 9:56 my set sword equipped is not compatible and i cant use it?what should I do or check
1) Make sure the mesh you are trying to attach to the socket is parented under the mesh you want to attach it to.
2) Make sure you are using "Component to Component" and not "Actor to Component".
i cant drag the data in the folders. can nayone help pls :D
So if my "sword" is part of my character mesh i probably have to go back to blender?
yeah or you could code it in a different way
@@UnrealUniversityIm making a Voodoo Doll and his weapons are push pins he removes from himself
@@UnrealUniversity or how could i go about picking the weapon up and dropping it?
How to do it for two swords?
when i add static mesh , and want to select the sword it says none..? someone help please
never mind got it.
For me it don't work on 5.3.
it did 4 me
this vid makes me want to break my desk be advised
😂
I don't have "ABP_Manny" what do I do?
my montage doesn't play, can someone help me?
how can i make this work for my metahuman
Yes you will just need to use different animations
I am at 7:58, and when I try to set the events in my animation, they don´t appear, please help.
It will be what ever you called your event
Probably you are in anim graph (like me xD), go to event graph.
same here
Hi bro can you give me animation pack for free please please please please please please please
the animation is free