I'm not one to comment on youtube videos but you make me feel as I must. What amazing stuff dude! People like you who edit such well done videos and make great content will always make me smile. I've been fiddling with the GASP sample since it came out and the stuff you shown in the video will be of great use. Thank you so much, you have gained a subscriber. Keep it up!
@@lukasg2864 thanks so much for the kind words! Editing all this was such a learning experience so im glad it payed off and the tutorial helped haha welcome to the channel!
A little tip. Connect the branchs true execution pin, from the camera input section into the bottom Add controller pitch input. This way your Y rotation still works. This will work great so when you go to climb large obstacles you can look up at them and look down as you climb, it makes the experience feel better.
Absolutely amazing video. Just started making my first game a few weeks ago. This video would have helped a lot in the beginning especially the two bone ik for hand position. Thank you. Might be my first ever youtube comment lol.
You’re a legend mate thank you for making this as in depth as you did, gonna apply this system to my current setup in the morning! I have some questions about the unarmed melee combat was hoping you could help me out in the discord
@@beYOndd damn that means a lot I appreciate it!! I try to branch out from VR every now and again just so I can keep up-to-date with new templates coming out. The GASP template is so cool. I think it would be fun to try and put it into VR somewhere down the road.
Just found this and this is just what I've been searching for, thanks! Any chance you could do a tutorial on replicating this GASP system also maybe switching from first to third person too (haven't looked through your channel yet so if you already have those then that's amazing).
I'm not seeing an explanation for the Transform (Modify) Bone node at 13:22 that comes after the Two Hand IK. My hand_l is still backwards, but I don't have a widget and I assumed that's what is rotating it. However, when I compile it gives me an error and says such a bone doesn't exist 😳I'm at a loss on what to do, and I hope somebosy can advise.
This is amazing! How would you make it so that you can switch between the first-person perspective and the third-person perspective? Maybe using a Boolean variable for which perspective and then branches for which code part to run? But how would you do it with the positioning of the camera, maybe a smooth "pull-out" effect could be cool?
The gun really bounces around a lot while moving, is there a way to keep the stock pushed into the shoulder so that it's more stable? To give it a more realistic feel. Great video, thank you for sharing.
Awesome video, thanks for the tutorial! By the way, is it supposed to be that I have no animation of "feet shuffling" when I rotate around my axis without moving? It's just that in your other video (UE 5.4 Motion Matching First Person Perspective) there was such an animation.
Ture first person can be done by following the same steps in chapter 1 but removing the camera from the springarm and just attach it straight to the mesh. leaning will start working this way as the springarm stabilizes the camera for you and aiming is gonna be in the followup tutorial!
Brilliant video. Thanks for it. One issue I noticed is that when you climb a high obstacle and have the camera rotation enabled while traversing the character doesn't turn back to the camera immediately after finishing the traversing animation. There's probably a some sort of transition back to the idle position while which the character can't change his rotation. Any idea how to fix that?
Do you want to marry me? 🤣 Thank you so much for this tutorial, worked perfectly.. im new to game development (done 2 years fivem/lua modding but never a full game with unreal or something) and new to unreal since 1 week and i got it working.. was struggeling with pitch animation for 3 days now. the only thing that does not work for me is controls for the second player, not sure why, but it worked with the old character. need to take a look into that.
Lmfaoo this guy. Saw you joined the discord! glad to hear it helped, if youre talking about replication then im not too sure on that as i havent messed with it at all.
@@beYOndd haha yeah i did :D i restarted because i wanted my project reorganized.. and then i tried it again. looks like its just not supported yet. ill postbone the animations and that stuff for my project, lets see until its supported.
@juergenw7495 they mentioned replication will be addressed in 5.5 i believe shouldnt be too far off but theres a bunch of people on youtube that figured out solutions for it currently
Nice, the only problem with moving the character behind the center of the capsule is that during turn in place in previous setups, it has a sort of sliding motion as if there is a problem with perspective. Unless this is not a problem anymore with motion matching in ue5.4. thanks
@@beYOndd ik hand solution similar to weapon block to adjust probably the hands when a sphere or capsule trace is detected up front but yeah that gets complicated with hands for interaction, for weapons not a problem hehe
@@lz4090 Actually pretty simple to do that, just gotta lerp the alpha of the IK node to 0 when starting an interaction so that the off hand has full range of motion (: I do this for my interaction system shown here ua-cam.com/video/w_untkZMfQs/v-deo.html
man i gotta give you props, you did a thousand times better than the idiots over at unreal even got close to, this is really useful, and im gonna use it for development. Their tutorials are vague and useless.
Maaan, you have no idea how useful this is!! For days, I've been searching for this exact thing, but as a graphic artist, words like "locomotion bipedal root motion retargeting motion-matching skeletal animation system" etc. just confuse and scare the hell out of me. Thank you for making this! I haven't copied this yet, but I have a question: is there any way to lower the "swing" or "power" of the motions? To tone them down, dial them back a bit. After 16:00 there's just way too much movement going on with the arms, especially during jumping. The motion seems way too exaggerated. Can it be resolved with just a few numbers or a clump node or smthg, or would this basically require new animations, from the ground up (if so, I'd really appreciate a tutorial on that, haha) Thank you again!
Yup that can all be adjusted with setting the blend weight with the layered blend per bone. the higher the value the less its affected. Im gonna be doing a follow video as i already found better ways of doing things haha Ill make sure to address that. Its mostly because i left the spine blend at 0 during that clip so that the bounciness of the character really showed it off. While in my personal projects i like to keep it more subtle
also because thats during "sprinting" if the gun was positioned for a sprint animation it would look way better but that was beyond the scoop of this tutorial. Just wanted to get people started
@@beYOndd ah yeah, that actually makes sense, too! Thank you for the quick reply! I've Subscribed, and actually I might join the Discord channel, too! I'll probably have a bunch of other questions down the line. Cheers mate!
I have to go thru this video but just the kinda thing im looking for, sucks you didn't go further before the update being a personal project, but i'll just have to build off it if i can. lol
On 5.5, i don't understand why i keep having the camera on the "hip position" even if i did everything correctly (moving the spring arm to the head bone, etc.). Did someone manage to fix this ?
@@beYOnddThanks for the info ! I’m trying my best to make things works, honestly i’m thinking about not delete the « Setup camera » node and try to figure it out. Maybe adding a third person to first person toggle instead of the « far, balanced, near » toggle they put in their blueprints.
In most AAA First Person games, you see a smooth camera, even when walking up and down stars, and jumping. Attaching the camera to the head bone, makes the camera bounce, is very unrealistic, can make you dizzy, causes motion sickness, and target acquisition difficult. This can work, but there is another way, with procedural animation. In COD, Destiny 2, other 1st person shooters, the cursor is very stable, and they further smooth out the camera when Aiming Down Sights with aids like friction, reticles slow down and stickiness. Have you considered using Procedural animation to can create a stable 1st person POV? Example of how is explained here: ua-cam.com/video/nqDE17tFDxE/v-deo.html I would be interested in your thoughts on this, pros and cons, and perhaps a second video on how you would create a stable 1st Person Point of View.
Is this smooth FPS animation mechanic "theoretically" possible to implement in other game engines like Unity or Godot? Since some functions can be the same in other engines, only changing the respective specific functions. Or is this complexity only assessible with Unreal engine?
@@sebastercats6123 theoretically yes I think you could. Would i ever attempt to probably not cause i can only imagine the head ache recreating this from scratch.
Yea no still wont use UE ever again, not trustworthy and absolute poop for performance... Imagine making a cute little game in UE to than realise it will fail because Mobile users barely can even open your game thanks to UE... Happens more than it should...
Mobile works fine, but you need to start from the mobile sample, or learn how to use the engine first. Properly learning the tool goes for any software though.
5.5 UPDATE: Looks like 5.5 made this outdated so if you updated this won’t work. 5.5 version in the works.
plz release soon!
❤
Need 5.5 version too, please release the updated tutorial soon 🙏❤
Patiently awaiting!
I’m planning to upgrade to 5.5 from 5.4 so I’d definitely need some help with getting it to work
ETA?
I'm not one to comment on youtube videos but you make me feel as I must. What amazing stuff dude!
People like you who edit such well done videos and make great content will always make me smile.
I've been fiddling with the GASP sample since it came out and the stuff you shown in the video will be of great use.
Thank you so much, you have gained a subscriber. Keep it up!
@@lukasg2864 thanks so much for the kind words! Editing all this was such a learning experience so im glad it payed off and the tutorial helped haha welcome to the channel!
A little tip. Connect the branchs true execution pin, from the camera input section into the bottom Add controller pitch input. This way your Y rotation still works. This will work great so when you go to climb large obstacles you can look up at them and look down as you climb, it makes the experience feel better.
I appreciate this! Ill add this to the 5.5 tutorial!
@@beYOndd please drop the tutorial soon
0:23 First Person Setup
1:23 Camera Rotations
4:08 Upperbody Pitch
9:11 Upperbody Animations
13:43 Mid-air traversal actions
14:01 Slowtime affect with audio distortion
@@LLRIX_official goated 🔥thank you
@@beYOndd your welcome
Absolutely amazing video. Just started making my first game a few weeks ago. This video would have helped a lot in the beginning especially the two bone ik for hand position. Thank you. Might be my first ever youtube comment lol.
Color me honored then! Congrats on starting your dev journey and really glad to hear this helped you! Goodluck!
Hey BYND Thanks a bunch for making this video, chad move I gotta say
@@wendersondeaguilar2452 just tryna help the community 💪🏾
Amazing !
Glad you think so! Hope it helped!
You’re a legend mate thank you for making this as in depth as you did, gonna apply this system to my current setup in the morning! I have some questions about the unarmed melee combat was hoping you could help me out in the discord
@@DominoDivision you’re welcome! Ill see what i can do, shoot me a message on the discord!
You are an absolute legend!! I was so stuck and you saved me
Heck yeah man im glad to help! Big fan of your work so its dope to see you here!!
@@beYOndd damn that means a lot I appreciate it!! I try to branch out from VR every now and again just so I can keep up-to-date with new templates coming out. The GASP template is so cool. I think it would be fun to try and put it into VR somewhere down the road.
I've watched this so many times that I know it off by heart. :D
Just joined the Discord and subscribed, great content!
@@DeVaughnDawn thanks! Glad to have you there 💪🏾
OMG. AND ITS FREEEE??? OMG ABSOLUTE LEGEND, Thats a sub, and a like! Thank you dude, OMG!
Absolutely fucking 100% goregous, I love you I love you I love you. Thanks.
One of top5 tutorials I ever seen bro this is fucking gold
@@MrNosounder thank you so much 🙏🏾 more coming soon!
Thank you!
@@dav1dparker no problem at all!
100k subscriber quality tutorial.
Thanks for this awesome tutorial.
@@ahmetal2205 my pleasure, hope it helped!
Amazing, thanks a lot!
Anytime!
Dude i love u!
Hi ، your vedios are helping a lot , i want to thank you , Your explanations are easy, simple and effective❤️
Thanks a lot dude!
@@megabro_allright for sure! Hope it helped
PLEASE MAKE AN ADS ANIMATION TUTORIAL NEXT PLEASEEE SIR
thankyou friend
@@brutalbutslaps you got it! Hope it helps!
Just found this and this is just what I've been searching for, thanks! Any chance you could do a tutorial on replicating this GASP system also maybe switching from first to third person too (haven't looked through your channel yet so if you already have those then that's amazing).
Legend
Please make this video again but for 5.5, since there are some big changes in the camera movement and the way it pivots with the character
perfect vídeo
I'm not seeing an explanation for the Transform (Modify) Bone node at 13:22 that comes after the Two Hand IK. My hand_l is still backwards, but I don't have a widget and I assumed that's what is rotating it. However, when I compile it gives me an error and says such a bone doesn't exist 😳I'm at a loss on what to do, and I hope somebosy can advise.
Amazing Video
This is amazing! How would you make it so that you can switch between the first-person perspective and the third-person perspective? Maybe using a Boolean variable for which perspective and then branches for which code part to run? But how would you do it with the positioning of the camera, maybe a smooth "pull-out" effect could be cool?
I actually figured that out earlier today. Gonna do a sorta update video for this to show how I did it. Gonna upload a clip in a sec to show it off
ua-cam.com/video/Cgd7ROepreM/v-deo.html Check it out!
The gun really bounces around a lot while moving, is there a way to keep the stock pushed into the shoulder so that it's more stable? To give it a more realistic feel.
Great video, thank you for sharing.
Awesome video, thanks for the tutorial! By the way, is it supposed to be that I have no animation of "feet shuffling" when I rotate around my axis without moving? It's just that in your other video (UE 5.4 Motion Matching First Person Perspective) there was such an animation.
Awesome video. could you make a tutorial on how to do this but with true first person? Also could you show how to add leaning, and aiming?
Ture first person can be done by following the same steps in chapter 1 but removing the camera from the springarm and just attach it straight to the mesh. leaning will start working this way as the springarm stabilizes the camera for you and aiming is gonna be in the followup tutorial!
Epic!
very strong
i subbed btw thank you, but why is it so zoomed in when looking down
Brilliant video. Thanks for it. One issue I noticed is that when you climb a high obstacle and have the camera rotation enabled while traversing the character doesn't turn back to the camera immediately after finishing the traversing animation. There's probably a some sort of transition back to the idle position while which the character can't change his rotation. Any idea how to fix that?
Does this workflow allow you to do 3rd person + 1st person. I need both for my project!
Do you want to marry me? 🤣
Thank you so much for this tutorial, worked perfectly..
im new to game development (done 2 years fivem/lua modding but never a full game with unreal or something) and new to unreal since 1 week and i got it working..
was struggeling with pitch animation for 3 days now.
the only thing that does not work for me is controls for the second player, not sure why, but it worked with the old character. need to take a look into that.
Lmfaoo this guy. Saw you joined the discord! glad to hear it helped, if youre talking about replication then im not too sure on that as i havent messed with it at all.
@@beYOndd haha yeah i did :D
i restarted because i wanted my project reorganized.. and then i tried it again.
looks like its just not supported yet. ill postbone the animations and that stuff for my project, lets see until its supported.
@juergenw7495 they mentioned replication will be addressed in 5.5 i believe shouldnt be too far off but theres a bunch of people on youtube that figured out solutions for it currently
Nice, the only problem with moving the character behind the center of the capsule is that during turn in place in previous setups, it has a sort of sliding motion as if there is a problem with perspective. Unless this is not a problem anymore with motion matching in ue5.4. thanks
@@lz4090 hm. I haven’t noticed it tbh but ill look into it!
Ah i see what you mean! I would just skip moving the mesh back and just increasing the radius size of the capsule. Ill try to find a better solution
@@beYOndd ik hand solution similar to weapon block to adjust probably the hands when a sphere or capsule trace is detected up front but yeah that gets complicated with hands for interaction, for weapons not a problem hehe
@@lz4090 Actually pretty simple to do that, just gotta lerp the alpha of the IK node to 0 when starting an interaction so that the off hand has full range of motion (: I do this for my interaction system shown here ua-cam.com/video/w_untkZMfQs/v-deo.html
@@beYOndd were is the IK node located?
man i gotta give you props, you did a thousand times better than the idiots over at unreal even got close to, this is really useful, and im gonna use it for development. Their tutorials are vague and useless.
How to make this in UE5.5?
hey mate can u make tutorial for climb system with motion matching data
Do i need to delete gameplay camera on gasp 5.5?
Looks like they added crouching and walking and such.
is there any way you could teach me how to make guns work?
strange thing - attached items dont match with metahuman body incase you change it...
Maaan, you have no idea how useful this is!! For days, I've been searching for this exact thing, but as a graphic artist, words like "locomotion bipedal root motion retargeting motion-matching skeletal animation system" etc. just confuse and scare the hell out of me. Thank you for making this!
I haven't copied this yet, but I have a question: is there any way to lower the "swing" or "power" of the motions? To tone them down, dial them back a bit. After 16:00 there's just way too much movement going on with the arms, especially during jumping. The motion seems way too exaggerated. Can it be resolved with just a few numbers or a clump node or smthg, or would this basically require new animations, from the ground up (if so, I'd really appreciate a tutorial on that, haha) Thank you again!
Yup that can all be adjusted with setting the blend weight with the layered blend per bone. the higher the value the less its affected. Im gonna be doing a follow video as i already found better ways of doing things haha Ill make sure to address that. Its mostly because i left the spine blend at 0 during that clip so that the bounciness of the character really showed it off. While in my personal projects i like to keep it more subtle
also because thats during "sprinting" if the gun was positioned for a sprint animation it would look way better but that was beyond the scoop of this tutorial. Just wanted to get people started
@@beYOndd ah yeah, that actually makes sense, too! Thank you for the quick reply! I've Subscribed, and actually I might join the Discord channel, too! I'll probably have a bunch of other questions down the line. Cheers mate!
@@Norbert.Gardonyi You got it! Would love to have you, theres a bunch of people there that are willing to help!
I have to go thru this video but just the kinda thing im looking for, sucks you didn't go further before the update being a personal project, but i'll just have to build off it if i can. lol
Never said I wasnt gonna return to this tutorial series lol Goodluck with the tutorial!
@@beYOndd thatd be awesome! hope you do
@@pHaace got more lined up! Some new tweaks to the core code and added bonuses coming. Its more finding the time to edit lol
can we get a aim and shooting/reload
bro thank you please how can i switch between armed and unarmed ?
On 5.5, i don't understand why i keep having the camera on the "hip position" even if i did everything correctly (moving the spring arm to the head bone, etc.). Did someone manage to fix this ?
this tutorial is outdate with the code changes made in the updated gasproject. Ill have the new tutorial out soon
@@beYOnddThanks for the info !
I’m trying my best to make things works, honestly i’m thinking about not delete the « Setup camera » node and try to figure it out. Maybe adding a third person to first person toggle instead of the « far, balanced, near » toggle they put in their blueprints.
How can i make a way to active third person as well?
Cool
can you please do a tutorial on how to add sprinting with this?
Its literally the default movement mode in the default project. Just change how you switch to walk if you want it different
@@beYOndd Thats what im trying to do but im new to unreal and everywhere I look, I cant find anything helpful
@@gomezboi1 Ill add it to the follow up tutorial. In the mean time, look into input actions and the outputs of the node
to me i rather stick with 5.3 i love this motion stuff but 5.3 seems to work best for my computer at this moment
In most AAA First Person games, you see a smooth camera, even when walking up and down stars, and jumping. Attaching the camera to the head bone, makes the camera bounce, is very unrealistic, can make you dizzy, causes motion sickness, and target acquisition difficult. This can work, but there is another way, with procedural animation. In COD, Destiny 2, other 1st person shooters, the cursor is very stable, and they further smooth out the camera when Aiming Down Sights with aids like friction, reticles slow down and stickiness. Have you considered using Procedural animation to can create a stable 1st person POV? Example of how is explained here: ua-cam.com/video/nqDE17tFDxE/v-deo.html I would be interested in your thoughts on this, pros and cons, and perhaps a second video on how you would create a stable 1st Person Point of View.
Is this smooth FPS animation mechanic "theoretically" possible to implement in other game engines like Unity or Godot? Since some functions can be the same in other engines, only changing the respective specific functions.
Or is this complexity only assessible with Unreal engine?
@@sebastercats6123 theoretically yes I think you could. Would i ever attempt to probably not cause i can only imagine the head ache recreating this from scratch.
Can You make like gun system
How do you add this to your own project though
Currently you cant without stuff breaking. Epic is supposed to address this next update apparently
@@beYOndd lol, imagine realizing free products but you can't use them in your own game.
@@djtc2093 yeahh its a weird oversight on their part but i partially get it. Its meant to be built around not added. Gotta migrate into it
Good cuz als v4 is quite outdated
these fucking cuts idk where half this shit is man
Yea no still wont use UE ever again, not trustworthy and absolute poop for performance... Imagine making a cute little game in UE to than realise it will fail because Mobile users barely can even open your game thanks to UE... Happens more than it should...
Mobile works fine, but you need to start from the mobile sample, or learn how to use the engine first. Properly learning the tool goes for any software though.
shhh just say you cant use unreal engine
Embarassing comment
Hello i tried to subscribe to you and it's saying You can't join this creator's membership.