UE5 - Game Animation Sample: How to Add Overlay States
Вставка
- Опубліковано 5 лют 2025
- Simple guide on how to add weapons to Game Animation Sample.
Thank you for watching! Please subscribe for more!
Marketplace Products:
www.unrealengi...
Discord Channel:
/ discord
The weapon system with maps and using blueprints is so brilliant, thanks for teaching this!
May I ask, which video has the weapons system with maps?
Please keep making tutorials, you explain content in the literal best way possible. Hate when other tutorials skimp out of important details which you don't seem to do, thank you!
Dude, the gods of youtube algorithms smile to me today and send me your channel, your knowledge is amazing, thank you for share it with us.
This is AWSOME! Please continue and teach us how to add bow state like ALS and other overlays. Thanks a lot!
That would be very cool
I very rarely write comments, but it was damn cool and useful. You explain the material very well.
Exactly what we needed! Thank you 😊
For those who dont understand 4:22 "we already have a reference for it"
I (also a beginner just trying to self learn) created a new local variable inside the ABP, and set its variable type to object reference - which is our Character BP.
You get a subscribe for this! Fantastic job and well explained.
Before turning on UA-cam, I thought I'd look for a way to mix animations, and the first video in the offer without searching turned out to be yours. I'm not watching it yet, but I hope it's fate)
Thanks for the awesome guide, this really helped with a project for school!
could you show us how you would handle aiming a weapon using this method?
Here it is:
ua-cam.com/video/fpHWhG-AfVw/v-deo.html
@@nativecoder sick nice one bro
How can we make an axe attack and deal damage to an enemy? You explain GASP very well, thank you for these tutorials.
Thankyou heaps for this video! I got into unreal not to long ago and ive been setting up an fps character for a few days, then i seen this sample project and thought id try use this instead but its so complex i just went back to the original😅. But this video is exactly what i needed to know so thankyou!
Nice tutorial and simple explanations! Thanks!
Incredible tutorial. Really good
Thanks! Keep doing vids you are good at teaching maybe a series? love your style!!
Good and easy to understand tutorial. Thank you
Quick tip: You can add a socket for the hand_r by right clicking it in the ABP blueprint -> skeleton section, adjust the position of the socket by clicking W to switch to position mode, and as long as the item's pivot is correct they will be attached to the palm correctly, less fiddling with the values in the map itself.
Skeleton has a limited amount of sockets that you can create, and the sockets you create occupy memory in the skeleton, so I normally avoid using sockets.
@@nativecoder good to know
This is pure gold. Perfect pacing. Curious how you approach scripting as you seem to be working from memory very well. And are you still pursing ALS now that GASP is so good?
Nice! Would be cool to see how to swing the axe, like a attack animation.
Sure I could try! 😎
@@nativecoder That would be awesome. Couldn't find anything online about that.
you're TH(E) goat
great tutorial like always,,, thanks alot
How would you go about making it switchable between left and right hand?
Nice tut but I think to create animation and adjust hand and create socket for wep its better use animation sequence even u can use control rig there :) otherwise again great tut :))
Love the overlay method but doesn't seem to work under the new update to GASP
Motion matching replication next?
Thanks for the guide! Could I make a video about how to change the sounds of footsteps to certain surfaces using metasound in this project??
Great work on this! I will definitely be referencing this video in the future. Have you figured out how to add axe striking montages to this?
Thanks for this. Amazing way to change Overlays and add weapons. I have two questions. First of all i did this turorial more then one time and came every time back when i need a reminder. But this time, idk why, i cant find any blueprint to add into the weapons list. Any ideas what can be the reason? And the second question is, how you can add multiple weapons inside one set function. Imagine like one hand sword other hand shield. This would be fantastic to understand.
Ps.: To the second point, i accidently create not a actor soft class reference. My Mistake.
Is there any like good videos on like deep dives into the new movement system. I'm thinking of waiting until the crouching and sprinting comes out before implementing it into my project as I'm making a 3rd person horror and because I like the skeleton I was wondering if it's possible to use these skeleton asset from the new movement system and put it into a different character
You can use the "ik retargeters" that are inside the project and use "Live Retargeting" to essentially place your character on top and hide the original mesh, the same way the project does with all the different characters included.
It seems to be a big challenge but everyone is working hard to get full understandings of everything and present it as simple but detailed as possible so far @nativeCoder is doing great
Thank you! Make a video about Grab the ledge as in ALS
Will try, no promises 😊
@@nativecoder hey man ...how can we play upper body slots on animations on this game animation sample ?
Hey just came here to ask a question.
How do i make the animations play depending on the enum value? i shouldn't make all the animations in the player's blueprint. So where should i implement the attacking anims and the logic of the weapon in
Are you going to create a hit animation with the melee weapon?
Thank you very much for this awesome tutorial! I'm having an issue , when i play the game and move the camera around, the weapon slightly moves, how can i fix this?
Cool tutorial! Do you know how to set up motion matcing to make it so when you interact with a door or a chest, the character moves to open the door/chest?
Hi, i followed the tutorial but it seems it is no longer covering the 5.5 update, will you make a tutorial in the last version?
Great video! Can you show us how we can use animations with this melee overlay?
New to UE and doing some learning. at 8:34 when I change my characters Overlay State it doesn't apply the state. It does work when I change the Overlay State in the Animation Blueprint Class. So somehow the enum value isn't passed over. (UE 5.5 with latest Game Animation Sample)
Tried it with UE 5.4 and it works. So there is something in UE5.5. My guess would be that it is to do with the Event Graph and the Get Variables function.
Me too
I'm having the same problem with 5.5
@@Mw_kwak I make it work moving the Get Variables function before the branch that leads to the "Update cVar Driven variables" seems like in this new version we need to get the variables first, before the Update logic function
@@peckas13 This works. Thanks ! I placed the Get Variables node in between the Brance and the "Update cVar Driven variables".
This is amazing. I've been stuck all day trying to mess with Motion Matching Sample and get simple animations. I was attempting it a different way and wasn't getting anywhere other than frustrated. Now the only problem I'll have is a simple blueprint for making the character ONLY walk unless SHIFT key is HELD. Any videos on that for Motion Matching Sample?
This is a simple fix to get the charcter to start walking off the bat which is in the CBP character blueprint go to the event graph and add a Set Wants to Walk Boolean. Click it and in the details tab on the side click the check box next to wants to Walk. This will have the character start the game walking. To change sprint to HOLD double click the enhancedinputaction IA_Sprint and change the triggers indexes to hold and released (i think)
@RebelRadios thank you so much
@@OceanOsborn I believe Walking is already built into the original GASP template. I think its LEFT-CTRL
Can the right arm be made not to swing and stay still? like holding a katana
Hi, great video, I have a question though. Is there an option to completely stop the other animations on the arm, when an overlay is applied. The problem I am facing is if I want to implement a flashlight holding like this when I run the experience is not smooth?
could you make an encumbrance system with a varying value for %animation used with all others?
amazing!
Good stuff, just a recommendation: you rush through some pretty important parts, without explaining some of the steps, decisions or changes. Try to slow down and make your audience understand what you are doing and why. In my case, it's not working and my assumption is related to the fact that I do not have 2 Curves (Retarget_IK_Hand_L..., Retarget_IK_Hand_R...) in the base animation used for the duplicating step, in the beginning. Don't know why I don't have them though.
Figured out the issue. I missed a step from ua-cam.com/video/ZIr9RHBN2NQ/v-deo.html. Very easy to miss.
how can you replicate that all the clients see the item you are holding in the hand?
would also like to know this
Is there a way to add another mixano character and configure the weapons for the character? I tried to configure it with another character and the animation for picking up weapons was wrong - Make a video showing how to configure it with any different character with the Animation sample animations
see above what I wrote to OceanOsborn
Good evening, I have followed the tutorial to the letter but I can only take the axe once. In other words, I can take the axe and remove it but I can't take it back afterwards. Do you have an answer to this problem?
Did you add in the false statementto to the branch in the set weapon function and put unarmed?
anyone know how to add motion matching overlays to exisiting abp?
Great video thank you very much. Could you make a video following this one in which we could switch weapons with 2 hands like in Dark Souls please?
I may be over simplifying this but if you can find an animation (or just make one like NativeCoder did in this video) for the opposite hand. There is a Mirror Animation function in UE5 but I do not know how to use it. Then decide what controls switches hands (lets say the Q key?) Set up another Enum called WeaponHand with Left Hand, Right Hand. When you equip your weapon for the first time, you are going to have to decide if your character is a righty or a lefty in order to set the WeaponHand Enum. In your Overlay from the Animation Blueprint, use these 2 variables (OverlayState and WeaponHand) to determine which animations to use. When you press Q, just FlipFlop that WeaponHand variable from Right Hand to Left Hand. Good luck !!
@@WrathOfAl Thank you very much
no me aparece el Overlays no me sale igual que en el tutorial alguien sabe por que
Followed this guide and it works flawlessly on the UEFN mannequin. When I'm starting with my retargeted character it will switch to melee overlay state on my button press but the weapon mesh fails to load/equip. On a second press I can swap back to unarmed, and then on third press it will equip the weapon mesh and change state. I'm wondering if there is a good way of making this work on first press with the retarget character? Great tutorial, I'm still new so I only understood half of what I did :P
you must have done something different to what you watch in the video, i have my own retarget character and this worked fine with my own.
The only diffrence i had to do myself was....when he was changing the placement for the sword to be in the correct place, instead of doing the sword placement in the CBP_Sandbox_Character, i made the placements for the Sword in the CBP for my Retargeted character, then copy and pasted the Location and Rotation for the sword from my own retargeted CBP back into the Weapons variable inside of CBP_Sandbox_Character.
(That said, when i added the Child Actor in CBP_Sandbox_Character, it automatically added that Child Actor to my own CBP_Retargeted Character too...., if this did not add itself to you own retargeted character automatically then you may find that your own Retargeted character has not been done correctly)
I'm so confused, my "Key" option is greyed out and I can't click it, thus I can't save my melee pose. I don't understand what I did wrong.
How is this different from just blending? Seems like a lot of extra stuff to get the same results.
Please make a video on how to prevent animation, if you don't have a gun in your hand, in aim, you are doing a pistol animation, even without a pistol
I was trying to figure this out but forgot to add the enum in the Anim BP😣
The object moves away if my character jumps. Is this okay?
its not every day i finish a tutorial first try and everything works im switching from unity and i like the way ue does things way more i think lol
Dear friend, please help me if my axe is not being removed and he has not changed its coordinates and angle of rotation
Thank you, i want to update the hand and finger bones (for a better position) however, it stacks at one position. Even a new anim doesnt work. Do u know how to fix it?
i found the solution, i forgot to update bones with "+key" (top mid of anim window)
Hi! sorry to bother you, but on 5.5 and with the new Animation Sample, this is not working. Can you please make a quick video? Pretty please?
did you ever find a workaround for this?
@Adventurerer, Yes, but right now I can't remember exactly where but there is a branch that you need to connect the false too because the new version is a bit different than the version on the video. Pay close attention when he is editing, if my memory is any good, the animation blueprint eventgraph. Sorry, but is all I got.
@@Adventurerer . Ok, I watched the video again. Give me a few hours and I'll tell you the answer.
@@Adventurerer , It didn't took that long. On 4:10 of this video, when he is adding the function to get the variable that control the overlays states, you will notice that the new version is a bit different. Just after the node "Update CVar Driven Variables" there is a "Branch" node. Just after this, there is an "Update Logic" node that is only reachable if the condition is false. You must add the new function either before the branch or, if after, into the true and false condition. I hope this helps. If I didn't myself so clear about it, tell me here and I'll make a video about it. Good luck!
@@kaitygames you are the goat! I will try this soon and report back if i broke it or not
problem is when 2 hand weapons needed with those IK :)))) there you see the fun
You should use different blending methods depending on each specific animation.
For a melee animation, simple layers on the arm are enough, for more complex animations, you will need to create multiple blends and take in consideration that the project already has things like the aim offset which you might have to dynamically disable in certain cases.
@@nativecoder there is a live regtarget but on my project do not work for some reason
nice video, can you make one changing body parts, like different metahuman heads or clothing
Probably will see what I can do!
sweet vid
Can I blend all the bones (for a swimming system for example)
?
Really? This is better than als
after adding 8 different weapon to map variable, it gets bug. I doesnt show new added weapons anymore. If i try to change a weapon, it still shows the previous one (deleted one). Idk why "map" variable cant hold and present it correctly. Any1 have solution?
Okey i find the solution myself AGAIN LOL. The issue was about the Retargeted Character. My updates on Parent does not synce with the Child. I just found the data on child (on details) and make it "return" to original. Than whenever i check the parent, it start working again. Hope it helps to whom have the same issue.
i feel so stupid i bought a als gasp template and trying to figure out how to implement a kick anyone have a tutorial for this with the new mechanics
Can the weapon be in the right place even after switching Character mesh?
In order for that to happen, you first need to make sure that you are setting this up on the Child Mesh. In this video, Native Coder is demonstrating how to do this on the CBP_Sandbox character. But what you really want to do is use one of the Child Characters (for example Twinblade) and set this up on that character. This way the "weapon" is being attached to the Child mesh (which is where you are going to bring in your new skeletal meshes) Hope this made sense to you.
How did you learn it in the first place? What prerequisite knowledge did you find most useful?
Amazing Tutorial ! I tried to simply switch to the metahuman and the weapon doesn't match the Transform Positions. Any recommandations ? How could I fix it ? Thank you
Thanks, to use metahumans you can see my last video, at the end I explain how to use the weapons with metahumans:
ua-cam.com/video/N1fN8gYdt3k/v-deo.html
@@nativecoder Amazing ! Problem solved !that was fast thanks you again
@@nativecoder Thanks, i was looking for this exact answer. This made my day thanks :)
But without collision on the Bp we cant use the weapon to attack and make damage right?
You are going to accomplish this by using a trace (most likely sphere trace). Then you are going to place sockets on your weapon, one called top and once called bottom (you can name it whatever you want) The trace will use those sockets to detect the Hit. This is obviously a bit more involved but this is the summarized version just to give you an idea.
@@WrathOfAl Thank you for the help!
for some reason my melee overlaystate is default even though ive set the default state to unarmed, rewatched and cant see where i went wrong
nevermind i fixed it
Can can I add more overlays?
Hi, i'm having an issue, it's everything ok but when i equip the weapon the Transform "Position" variable seems to not work properly, it gets a Location, Rotation and Size (Very big size).
Do you have a non-expired discord link for joining and someone could help me please?
Thanks!
Fixed, i don't know what happened. I removed the Map Variable and created it again and it now works... BTW, amazing tut.
훌륭합니다.
Help teach me how to attack
When i change the state, it doesn't work for me, lol ( UE 5.4.4)
Can I give you 1 million likes at once?
I’ll just stick to easy ue4 mannequin 😂 check out my game I’m working on, it’s a open world ninja jrpg. Currently it’s just me working on it. These new updates just make the software more confusing and add another learning curve for beginners. I’m sure you tutorial guys love it, because you get to teach new things, but for devs actually making a video game, this doesn’t help the work flow at all.
WHERES THE BEST PLACE TO TALK BUSINESS ? @NATIVECODER
Email is on my channel, thanks man!