Unreal Engine 5.4 Create your own game tutorial / 12. Equipping rigged armor

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  • Опубліковано 28 сер 2024

КОМЕНТАРІ • 9

  • @PuniieGodx
    @PuniieGodx Місяць тому

    btw you can change the pivot point in unreal and yes it does save just go to the modeling mode got o xForm and edit pivot 👍 overall good video man!

  • @sm1l3yp
    @sm1l3yp Місяць тому

    The player looks very good for this Game state 👍

  • @graecus33
    @graecus33 Місяць тому

    If you have an issue with using this with motion matching create an animation blueprint, name it ABP_ChildMeshes then go to your character's BP and select the skeletal meshes from chest to feet and add abp_childmeshes then create a variable in the abp_childmeshes and name it SourceMeshComponent with type Source Mesh Component -> Object. Then cast in the event graph of that animation blueprint to your character bp, get the body and set the Source Mesh Component. Compile and play. Should work and worked for me.

    • @vipercursos
      @vipercursos 4 дні тому

      Friend, I have this problem, do you have discord or some kind of contact?

  • @TolisPiperas82
    @TolisPiperas82 Місяць тому +1

    In the end of all ,will be save system for all?

  • @vipercursos
    @vipercursos 3 дні тому

    I've been having this issue for a week. When I add the Skeletal Mesh, it works perfectly, but when I try to do it via blueprint, it doesn't work. I don't know what I'm doing wrong.
    ua-cam.com/video/_r3LxEkGn1I/v-deo.html

    • @click.o
      @click.o  3 дні тому

      I don't know what your "Set default pose" does in construction script but problem will be there. Your "Set Leader Pose Component" needs to have parent of all meshes as a leader which should be your character "Mesh (Character mesh)" not Body which is child of it. And then other meshes need to be connected to target so they follow pose

    • @vipercursos
      @vipercursos 3 дні тому

      @@click.o I added it with Mesh, and it doesn't work at all, with Body it already worked.