The weapon_r bone doesn't actually exist on the ALS_Manny. It's the IK_Hand_Gun bone actually. I've heard they added some new tools to the IK Retargeter though? I haven't really checked. I seen in some video but I thought I saw something that allows you to constrain bones to other bones. Even if that's the case though the IK_Hand_Gun bone or Weapon_R whichever you choose to use would need to be manually adjusted on all of the animations. While the IK_Hand_Gun may not seem necessary I do believe on some of the poses they are actually rotating it to prevent the need to bend the wrist at extreme angles. You could transfer that to the Weapon_R bone though. Personally I prefer it over the old IK Bones.
Thanks for the explanation buddy. Love your videos by the way. I updated it using just an additive layer in the poses for weapon_r bone. It works well and avoid the need for a bunch of sockets 👍
the fact that you took time to explain how the system works, it's so much appreaciated. My terrible way of doing this was deleting nodes and playing to see the impact
Wow dude. Not only is your work impressive. But your explanation of how the system works, how the mechanics works and why is probably the best I've seen on UA-cam regarding Unreal.
@@PolygonHive hey man ,,,mabe a noob question :)) ...but how i play the upper body animation in the game anim sample ? ...(yes i added upper body on the anim, and yes i added the upper body slot in the animBP) but seomething seems to not work is not playing the upper body and still sliding :))
Imagine having a community version of the project where devs can continuously contribute to the end product... That would be wild! I really hope we see an emphasis at the very least on community versions of the project - uncharted, Hitman, hack n slash etc - just plug and play versions for users to bespoke into their own games seems to be the path forward atm
So nice of you to do this, I hope you update it when they release the new version. You are the other half of the package for what we need! Amazing! The most exciting feature that I hope they prioritize is implementing the new character mover 2 component so you don't have heavy de-sync when testing in multiplayer and the network emulation tool. (Currently with the stock cmc its not useable in multiplayer)
Thanks buddy! Yeah I will be keeping it up-to-date and adding some things to it. And yeah I would love a Mover 2.0 implementation but currently Motion Matching Trajectory is hardcoded to Character and CMC classes :(
awesome job, only thing id say to add is Prone crawling and prone rolling anims blended and it should be perfect for nearly any third person starter game content. Though only works for guns as a bow clips to much for prone so id say block prone or force hide bow when going prone.
the real treasure here is learning how to doit... cause then you can implement whatever you want (magic, melee, DOG PETTING) into your game. Thank you so much for the explanation. I hope yu continue directing the Motions Matching system, cause I've tried, and now I own a burn potato for a pc
Do you have any plans on doing a whole tutorial series of how to add more animations and layering systems? Creating working weapon blueprints, picking up items, opening doors, custom character imports and relinking, etc...?
Amazing work bro, I would love to see a Tutorial on how to add more overlay or modify them, like I love the stance while walking of the 2H gun, but while running the animation of the 1H looks way better, I would love to understand how to properly modify 2H to make it have the running animation of the 1H. Or add limping to the injured overlay, or something like a baseball bat stance with a hit animation, I have amazing ideas but as a beginner I don't know how to properly apply those and integrate them in a way I understand and can easily work with and the way you present it, you seem to have make it "very easy" to work with but my knowledge is limitated ahah Again, amazing work bro Epic should contact you if they didn't have yet
I will be making some tutorials on adding and configuring overlays, indeed it's pretty easy 👍 For now if you want the 1H run pose in 2H. You can just go to ABP_Overlay_Pistol2H and replace that pose in the details with the 1H one 😉
@@PolygonHive Could you please give a direction on how to do it? I've been struggling to add a simple reload animation without the character to stop haha And thanks for all, you inspired me to start learning unreal!
Thanks for this cool stuff! I get a problem with the gun attached, if I use the TwinBlast_ShadowOps model from the original sample pack. The gun, or the other stuff, attached to the r_weapon or l_weapon socket have a wrong transform. Also the gun seems to be at different transforms, depending animations. How can i fix this, so the gun is always attached to right transform so it fit the animations and hand on gun. Also I would like to have a death animation or ragtoll death and a hit animation, or even get the knowlege how i can add this the right way to the project. Thanks again for all your work and sharing it! You are the best :)
You're welcome and thank you for the support 🙏 For the gun socket, I am using the weapon_r bone with an additive layer in the animation poses themselves. If you check the poses you will se that there is a curve for that bone in the animation sequence. I am still trying to find a better way of doing this that would work seamlessly for all characters.
@@PolygonHive I am having exactly this issue and would give you my car if you can figure out how to make this work for all characters. 😆 I'm going to check out how you handled the additive layers and see if I can come up with some kind of magic formula. unrealdevop is a genius from what I can see. Maybe the answer lies within his DAO project.
@PolygonHive Hi, When I play video montage nothing happens, I set the group slots to the spine and also L & R arms slots but it does not play any montage, any idea how to fix? Thank you for your video.
after looking around a bit, i noticed there is no turning anims for crouch inside the GASP side. maybe that is the issue with the crouched overlay tip. also, as a personal preference, i disconnected the movement stick mode select node inside get char gait and plugged straight to the full stick bool in the character bp to get more of an older blendspace type feel of motion, instead of having to press a button for walking, which, to me, also stiffened up the feel of the locomotion as well. but i'm going to look into the crouched 180's and see. just made the move to 5.4 today so can't make any promises, though not green to als at all so we'll see. :)
@@PolygonHive so i have added crouching tip and i feel i am | | this close to figuring it out. it wants to turn but something is stopping it from updating. it will update in the chooser to crouched tip but will get stuck and won't play unless you force update by pressing sprint or something. it will then turn and return to idle as expected each time you do this. not sure what's going on there. being new to this style of abp it's taking some figuring out to find the issue --- strike that, just figured it out, was missing a "should turn in place" node in mminterupt mode , i now have crouch turn in place working perfectly!!
thank you so much. I tried to add a zoom in (+) and zoom out (-) mouse wheel event to the SpringArm. But for some odd reason the camera zoom doesn't work. Any idea how to do that with the project sample? thx a bunch
Wonderful work. Congrats! Here's a small tip. I noticed your crouch anims JIT load and stutter when you crouched for the first time. Open the DefaultLevel level BP and add your crouch DBs to the AllDatabases variable object array. Stuttering fixed!
This is Amazing. Iv'e been waiting for someone to do a tutorial for this. One thing i think is missing for the ALS4 is the "roll" function when hitting the "alt" twice.
I had a question that im sure you might know the answer to. When you are crouched near the wall, and hit spacebar while walking forward. The character phases thru the wall. How would I fix this? Is this simply fixed using a boolean like "canmantle"?
Hey man! I'm struggling to figure out how to use this system for actual projects. As the entire system and the animation blueprints are built upon the UEFN_Mannequin, using the Fortnite Humanoid skeleton, importing any new character models and swapping out the meshes are simple, yet if you don't use a character using the exact same skeleton, the weapon will not be held in the models hands. For example, I tried swapping it out with the TwinBlast model, but since this model is larger/taller, the weapon is floating around and not in his hands. Is there an easier way to make this system work for other models at this point in time?
Hey! for the gun socket, I am using the weapon_r bone with an additive layer in the animation poses themselves. If you check the poses you will se that there is a curve for that bone in the animation sequence. I am still trying to find a better way of doing this that would work seamlessly for all characters.
Thanks for sharing! any plans on adding the first person camera like the one in ALS4? Will try to figure out how to do it on my own of course but any help to put me in the right direction will be appreciated :)
The camera system in ALS is pretty complex. It's using an AnimBP to control the camera. But I think that could be achieved in a more simple way. There are some devs on X and YT that already tried I think 😉
The Game Animation Sample project has been updated for Unreal Engine 5.5 with new features. Have you incorporated these updates into this project as well?
do you plan of creating some transitions between the states like blending bones or something like that? I think you didn't do that already because you are using different anim graphs
Yeah I will look into that. I know ALS-Refactored has something similar so I am planning to take a look there. But if we use some equip / unequip montages while switching items it wouldn't be needed
There is an additive layer in the poses themselves for the weapon_r bone. It's a tricky one. I am trying to find a better solution for the next update ;)
do we have to retarget or adding ik bones for our own metahumans(tall)? i've been trying to copy paste body parts from my own metahuman to Kellan but it crashes after switching to him in PIE.
Great work thank you , but could you help me: I am trying to add a new state( swimming) I managed to modify the pawn bp but In the animation BP I dont really understand how to handle that , could you give me an hint . Thank you
If you're not adding swimming in the Motion Matching itself. You probably need to add it as a state machine in the anim graph and switch from matching to that state machine depending on your state.
Hello there! thanks for sharing this project. I have a problema adding a ragdoll, hitting them makes fly around infinite, I think its something glitching with the game mode, did u try that? any advice? thanks in advance!
@PolygonHive Thank man, this is game changer! One quick question - i've added my own Melee idle pose, and melee block pose. First one the usual one, and is working. Block pose i've posted in the Aim logic. But somehow, whenether i use aim, the pose aren't changed, but the arm and the weapon is deforms and increases in size. What can be wrong?
Hi, how can we use this where the character is left handed? Also, can we remove some animations, and how possible is it to switch weapons/states with a gamepad? (I'm new)
Left handed should be the same as right handed, you just need to attach items to the left hand. You can see how the Torch or the Bow are attached to the left hand. For the gamepad, the Q debug input for now is hard coded in the character blueprint, you can add another input for gamepad there. Look for OverlayGraph in the SandboxCharacter.
How do we blend between the poses? As is it snaps to the new pose instantly without blending so it will be very noticeable switching between poses during gameplay.
Add a linked layer to your item in the inventory and when you equip that item, link the corresponding layer as it's done in the sandbox character right now 😉
thank you share a plugins,it'look is so cool ! i should how add a new skeletonmesh to the system? i try use my skeleton to reatarget "ABP_SandboxCharacter" and modify bone names of node. but it's not work . hope can give some help of me ?
Hi, does anyone by any chance know where to find the Input Action files for the prop menu. I´d like to be able to access it with a controller but can´t find where are the files with keybinds. Any help appreciated :D
This is awesome! One thing is I've noticed traversing while crouched seems to not work for me. I have fixed it in a vanilla GASP project. Another thing is traversing while having certain weapons equipped can look funky, wonder what's a good way to go about... have special vault animations? Temporarily make the character go into a neutral overlay state?
@@PolygonHive I just used whatever databases they have for their walks for the things that are missing from crouches for now haha The only issue with that is that you'll be walking for a second or two after vaulting/hurdling/whatever else they have while in crouch, but doesn't look too bad! Trying now to understand how to go about the weapon sockets/VBs on my Metahuman, my guy is a short narrow, so for him everything looks very uncomfortable haha
downloaded today. Am I the only one who has all of the props in a strange orientation. like none of them are held properly. maybe i did something before checking them out. gonna re-download and test.
It's probably happening if you're using another character than the UEFN mannequin. I am still trying to find the right solution for that for the next update :)
Dude this is amazing!. Thank you so much fo this. Just a silly question, can we use this for our game we are working on? the movement we got is nowhere near as smooth as this and what we are aiming for is something that requires good movement. Let me know if it is ok to use it for a game we are working on and if we need to pay for it we will if not then tell me if you have a patreon or some sort.
Hey, yes it's ok to use it for your game. If you would like to support me, there is a BuyMeACoffee link in the description :) Either way I am glad you like it and wish you great success with your game 💪
Hey! I created a controller weapon cross widget, it turned out very great, would you want it as part of the github repo? I could do a pull request! Also while I'm here, how could i make the aiming of the guns always be towards a crosshair in the center of the screen? Thanks
Hello, you can push the cross widget on a branch if you'd like 👍 but I would like to keep the main project about locomotion only, so no UI or weapons etc. But we can have a branch with these things if you'd like 👍
@@PolygonHive Yeah! We could have maybe a folder with other stuff too, I also did an HUD that displays the icon of the weapon together with ammo and other stuff. I do have a problem though, I made a data table made of a Weapon Structure, that is also where I stored the dynamic variables like ammo of each weapon just to find out I cannot edit data tables ... I do already have pretty good structure on it tho, it would only be changing the way I get and change variables but then I had a lot of other things planned
@@PolygonHive mmh yeah that might be a good idea actually, btw since you're already here, being a third person shooter, in most games the camera is over the right shoulder, AND, the character actually aims at a cross hair in the middle of the screen, technically just rotate the bones somehow but I am not too sure, and move the camera close too but that is easy. Thanks a lot tho, do you have some advices on how to make it a plugin? Like stuff I should modify first? And how to deal with dynamic variables that cannot be modified through data tables, that is the main problem I have really.
@nxtalex10 you can rotate the bones while aiming, you can check out ALS it does this well. For the plugin it's pretty straightforward just create a plugin in your project and move the files to it. But in order to make it compatible with any project, your inventory should be a component, this way you can add it to any actor in another project 😉
It depends, if you want to do those the old standard way, it should be same as with any locomotion system. With Motion Matching it would require a bit more research.
There are some replicated version of GASP online you can look at. I am waiting for Epic to replicate Motion Matching properly before doing it in hacky way ^^
I already tested the system, it goes great, errors I found, when you crouch and walk and hit a wall or wall is transferred, there are times that does not feel fluid transitions, but it's looking great
Thanks! Crouch is still work in progress from Epic and will be updated in 5.5. I just plugged the in-progress animations to setup the overlay system for it in advance.
Hey, I am not planning on having a weapon system there. It's supposed to be an animation only project. But any weapons system/tutorial should work fine.
I WAS TRYING TO MIGRATE THIS PROECT TO MY PROECT IN WHICH I HAD A LEVEL DESIGNED. AS A PERSON STILL LEARNING BLUEPRINTS .THEY ARE NOT COMPILING .I DONT KNOW WHAT TO DO. I HAVE BEEN DOING A LOT OF RESEARCH BUT CANT GET IT FIXED YET. IF SOMEONE CAN HELP ME .MUCH APPRICIATED.
There were some minor issues for packaging that I fixed in the latest update. Project should compile fine and problematic blueprints have been removed.
Thank you for sharing this project. I'll check this out. I'm quite sure that ALSv4 rig has no weapon bones. If so, you want to include weapon_r and weapon_l in the IK rig as retarget chains, and both skeletons, source and target, must have weapon bones. Alternatively, you can add a node transform bone inside the anim BP and apply the rotation offset. Or, worse, edit the anim sequence with an FK control rig, and add an additive layer with the desired rotation offsets, it can be a tedious process if you have many files to edit.
You're welcome! Yeah ALS doesn't have weapon_r/l it has hand_ik_gun bones but event those didn't retarget properly to the new mannequin. The node transform could be a nice solution 👍 I really really don't wanna go through FK control rig for all those poses ^^
I've tried porting a lot of this over to 5.5 - i've got everything migrated but i must be missing something - ABP_LayerBlending doesnt seem to be doing anything, and not sure where to look. I can see the correct Overlay pose being selected just does not seem to be blending anything.
I was actually able to get this working finally - i was tripped up on adding the implemented interface in the class defaults inside of ABP_sandboxCharacter Works pretty flawlessly still. Need to fix the crouch but outside of that, thank you for your hard work!
so i downloaded and started the project but for some reason it says there's an error when I press play and its all related to something called evaluate chooser saying it no longer exists?
@PolygonHive I re downloaded it and it ended up working, best thing I can think of is it downloaded everything but the evaluate chooser correctly when I installed it from Firefox, Once I redownloaded and launched it, it worked
Any chance of you providing a "tutorial" video detailing the steps you took a bit more in depth? I've been wanting to do something like this for some time now...
@@PolygonHive Thx, I got this working (adding new stuff). For me, everything is a bit off (like bit right off of the hand(s). Where can I adjust the placement of the items? Haven't found it yet :O
This is really friggin sick! Do you have, or do you plan on making any documentation to give an quick overview on what everything's doing, and what resources you have available and what they do? (For the curves especially.)
For cars I've never done that but there are some tutorials on YT that show that. For pickup animations you would play a Montage while switching the overlay. Lyra does this with their weapons 😉
@@PolygonHive i have a alsv4 project that was made in 5.3 where i imported the enter car, pick-up shooting and everything.. i really don't understand the new animation system and how to import it. I have watched your 2 videos 100 times and i don't really know man. I have a big project in my country and this keeps me on place.. do you think you can help me?
If you are talking about IWALS I think the creator is planning on including motion matching in his next release. Otherwise, you can't just add something like entering cars easily it's an entire system. If your project is very advanced it may be not a good idea to change locomotion.
The project is finally ready! I hope it'll help you make some cool projects 😉
Don't forget to subscribe. There will be more cool updates coming!
Hello, do you have a discord?
DABFarrow
Hey no Discord yet but will be working on one soon 🫡
The weapon_r bone doesn't actually exist on the ALS_Manny. It's the IK_Hand_Gun bone actually. I've heard they added some new tools to the IK Retargeter though? I haven't really checked. I seen in some video but I thought I saw something that allows you to constrain bones to other bones. Even if that's the case though the IK_Hand_Gun bone or Weapon_R whichever you choose to use would need to be manually adjusted on all of the animations. While the IK_Hand_Gun may not seem necessary I do believe on some of the poses they are actually rotating it to prevent the need to bend the wrist at extreme angles. You could transfer that to the Weapon_R bone though. Personally I prefer it over the old IK Bones.
Thanks for the explanation buddy. Love your videos by the way.
I updated it using just an additive layer in the poses for weapon_r bone. It works well and avoid the need for a bunch of sockets 👍
the fact that you took time to explain how the system works, it's so much appreaciated. My terrible way of doing this was deleting nodes and playing to see the impact
You're welcome! Glad to help the community 🫡
Wow dude. Not only is your work impressive. But your explanation of how the system works, how the mechanics works and why is probably the best I've seen on UA-cam regarding Unreal.
Thanks mate !
Wow,you weren't lying. You relased it in exactly 1 week like you said. Great work!
Thanks buddy! Someone had to do it ^^
@@PolygonHive hey man ,,,mabe a noob question :)) ...but how i play the upper body animation in the game anim sample ? ...(yes i added upper body on the anim, and yes i added the upper body slot in the animBP) but seomething seems to not work is not playing the upper body and still sliding :))
This makes me so happy!!! Well done!
If you're happy, we're happy 😃
The legend himself!
Imagine having a community version of the project where devs can continuously contribute to the end product... That would be wild! I really hope we see an emphasis at the very least on community versions of the project - uncharted, Hitman, hack n slash etc - just plug and play versions for users to bespoke into their own games seems to be the path forward atm
So nice of you to do this, I hope you update it when they release the new version. You are the other half of the package for what we need! Amazing! The most exciting feature that I hope they prioritize is implementing the new character mover 2 component so you don't have heavy de-sync when testing in multiplayer and the network emulation tool. (Currently with the stock cmc its not useable in multiplayer)
Thanks buddy!
Yeah I will be keeping it up-to-date and adding some things to it.
And yeah I would love a Mover 2.0 implementation but currently Motion Matching Trajectory is hardcoded to Character and CMC classes :(
This is truly amazing. Thank you for your dedication in integrating these two systems. You really saved me a ton of time. I can't thank you enough!
Thanks for the support! Glad to help 🙏
awesome job, only thing id say to add is Prone crawling and prone rolling anims blended and it should be perfect for nearly any third person starter game content. Though only works for guns as a bow clips to much for prone so id say block prone or force hide bow when going prone.
Thanks! I will keep updating the project with more locomotion mode and stances over time 😉
You've explained things way better than any other person i've seen doing unreal tutorials. you have a gift to teach, sir. :) thank you for your help!
You're welcome and thank you for the kind words buddy!
the real treasure here is learning how to doit... cause then you can implement whatever you want (magic, melee, DOG PETTING) into your game.
Thank you so much for the explanation. I hope yu continue directing the Motions Matching system, cause I've tried, and now I own a burn potato for a pc
I'll try to make a tutorial on how to add an overlay state to the system ;)
@@PolygonHiveIf you do I'll have to subscribe! Very much need this!
Thanks a lot for your work mate. Read it all through and managed to get it all working in my project as well now
You're welcome! Great to hear :)
Do you have any plans on doing a whole tutorial series of how to add more animations and layering systems? Creating working weapon blueprints, picking up items, opening doors, custom character imports and relinking, etc...?
There will be an update to the project with the release of 5.5 and some tutorials with that. I am still trying to find solution to some painpoints.
you sir have made lots of peoples lives easier. Thanks
Just doing my part for the community 🫡
Amazing work bro, I would love to see a Tutorial on how to add more overlay or modify them, like I love the stance while walking of the 2H gun, but while running the animation of the 1H looks way better, I would love to understand how to properly modify 2H to make it have the running animation of the 1H. Or add limping to the injured overlay, or something like a baseball bat stance with a hit animation, I have amazing ideas but as a beginner I don't know how to properly apply those and integrate them in a way I understand and can easily work with and the way you present it, you seem to have make it "very easy" to work with but my knowledge is limitated ahah
Again, amazing work bro Epic should contact you if they didn't have yet
I will be making some tutorials on adding and configuring overlays, indeed it's pretty easy 👍
For now if you want the 1H run pose in 2H. You can just go to ABP_Overlay_Pistol2H and replace that pose in the details with the 1H one 😉
@@PolygonHive Doing configuring tutorials would be so helpful! Especially for custom characters. All the weapons/objects are off for my CC4 character.
@@PolygonHive Could you please give a direction on how to do it? I've been struggling to add a simple reload animation without the character to stop haha
And thanks for all, you inspired me to start learning unreal!
Dude... You saved my project A LOT with this. Thank you very much 🥹🙏
Great to hear that :)
Thanks for the video. looking for a simple guide to Equip/unEquip weapon such as sword, axe~ (on your back or belt).
Thanks for this cool stuff! I get a problem with the gun attached, if I use the TwinBlast_ShadowOps model from the original sample pack. The gun, or the other stuff, attached to the r_weapon or l_weapon socket have a wrong transform. Also the gun seems to be at different transforms, depending animations. How can i fix this, so the gun is always attached to right transform so it fit the animations and hand on gun. Also I would like to have a death animation or ragtoll death and a hit animation, or even get the knowlege how i can add this the right way to the project. Thanks again for all your work and sharing it! You are the best :)
You're welcome and thank you for the support 🙏
For the gun socket, I am using the weapon_r bone with an additive layer in the animation poses themselves. If you check the poses you will se that there is a curve for that bone in the animation sequence.
I am still trying to find a better way of doing this that would work seamlessly for all characters.
@@PolygonHive I am having exactly this issue and would give you my car if you can figure out how to make this work for all characters. 😆 I'm going to check out how you handled the additive layers and see if I can come up with some kind of magic formula. unrealdevop is a genius from what I can see. Maybe the answer lies within his DAO project.
@WrathOfAl I didn't have to time to research it but I'll get it fixed for sure. In the meantime if you find anything, please share 🙂
How do I change the animations? I'm a beginner, if we could talk, it would be great.
I will try to make a tutorial soon 😉
@PolygonHive Hi, When I play video montage nothing happens, I set the group slots to the spine and also L & R arms slots but it does not play any montage, any idea how to fix?
Thank you for your video.
I didn't experiment with montages yet but will do and if I find anything I will make sure to explain in a video ;)
@@PolygonHive That would be great if you could check that, I'm heavily under pressure in my project, and the same setup works fine in ALS.
I really want to learn what and how you done............... What an awesome work it was mind blowingly inspiring to me ....
Thanks, there will be some video with more explanations :)
I've been trying to do this myself to no avail. Thank you so much!
Glad I could help!
i noticed that 5.5 has been released but still we do not have the 5.5 animation sample, maybe beacuase it's still in beta? the 5.5 version?
Yep it's still a 5.5 preview. Final version isn't out yet but shouldn't be too far
@PolygonHive Yeah, thought the same thing
after looking around a bit, i noticed there is no turning anims for crouch inside the GASP side. maybe that is the issue with the crouched overlay tip. also, as a personal preference, i disconnected the movement stick mode select node inside get char gait and plugged straight to the full stick bool in the character bp to get more of an older blendspace type feel of motion, instead of having to press a button for walking, which, to me, also stiffened up the feel of the locomotion as well. but i'm going to look into the crouched 180's and see. just made the move to 5.4 today so can't make any promises, though not green to als at all so we'll see. :)
Yeah crouch is still work in progress and has no turn in place for now 👍 interesting gait idea, I'll try that as well 😉
@@PolygonHive so i have added crouching tip and i feel i am | | this close to figuring it out. it wants to turn but something is stopping it from updating. it will update in the chooser to crouched tip but will get stuck and won't play unless you force update by pressing sprint or something. it will then turn and return to idle as expected each time you do this. not sure what's going on there. being new to this style of abp it's taking some figuring out to find the issue
--- strike that, just figured it out, was missing a "should turn in place" node in mminterupt mode , i now have crouch turn in place working perfectly!!
ua-cam.com/video/lB_MV_aXpyY/v-deo.html excuse the animations, they don't line up to the uefn idle animation so they look a little funky
This is sick! Nice work.
amazing! love this motion, you're a genius!
Thank you! 😊
thank you so much. I tried to add a zoom in (+) and zoom out (-) mouse wheel event to the SpringArm. But for some odd reason the camera zoom doesn't work. Any idea how to do that with the project sample? thx a bunch
You're welcome! Never implemented that but there should be some tutorials online :)
Wonderful work. Congrats! Here's a small tip. I noticed your crouch anims JIT load and stutter when you crouched for the first time. Open the DefaultLevel level BP and add your crouch DBs to the AllDatabases variable object array. Stuttering fixed!
Thanks! And thanks a lot for the tip ;)
It says me every time it cant be compiled on the 5.4 and 5.2. maybe someone has a solution for this problem?
It's a 5.4 project, you can't use it with 5.2
Unbelievable! Can't wait to dig into this in 5.5, but i'm wondering - can i get the previous version of this that was made for 5.4?
Thanks a lot!
Thank you! And Yes you have the commit history, once you sync the git project, just reset the repo to the commit before 5.5.
This is Amazing. Iv'e been waiting for someone to do a tutorial for this.
One thing i think is missing for the ALS4 is the "roll" function when hitting the "alt" twice.
Thank you! That shouldn't be too complicated to add, it's just an animation montage to play ;)
You are a legend !
I had a question that im sure you might know the answer to. When you are crouched near the wall, and hit spacebar while walking forward. The character phases thru the wall. How would I fix this? Is this simply fixed using a boolean like "canmantle"?
Crouch animations are still all work in progress and will be fixed with the future update to the Game Animation Sample with UE 5.5 👍
How do I use this package? I need it very urgently (thanks for your help)
Hey man! I'm struggling to figure out how to use this system for actual projects. As the entire system and the animation blueprints are built upon the UEFN_Mannequin, using the Fortnite Humanoid skeleton, importing any new character models and swapping out the meshes are simple, yet if you don't use a character using the exact same skeleton, the weapon will not be held in the models hands. For example, I tried swapping it out with the TwinBlast model, but since this model is larger/taller, the weapon is floating around and not in his hands. Is there an easier way to make this system work for other models at this point in time?
Hey! for the gun socket, I am using the weapon_r bone with an additive layer in the animation poses themselves. If you check the poses you will se that there is a curve for that bone in the animation sequence.
I am still trying to find a better way of doing this that would work seamlessly for all characters.
Thanks for sharing! any plans on adding the first person camera like the one in ALS4? Will try to figure out how to do it on my own of course but any help to put me in the right direction will be appreciated :)
The camera system in ALS is pretty complex. It's using an AnimBP to control the camera. But I think that could be achieved in a more simple way. There are some devs on X and YT that already tried I think 😉
Love ur videos great for getting a little deeper dive especially as a noob
Thank you! Glad to help :)
The Game Animation Sample project has been updated for Unreal Engine 5.5 with new features. Have you incorporated these updates into this project as well?
Yes you can take a look at my last videos
do you plan of creating some transitions between the states like blending bones or something like that? I think you didn't do that already because you are using different anim graphs
anyway you did really a good job. Maybe one day epic will hire you as animator :)
Yeah I will look into that. I know ALS-Refactored has something similar so I am planning to take a look there.
But if we use some equip / unequip montages while switching items it wouldn't be needed
Damn, this is cool to see working. I am probably too deep to change now, but will consider it.
Thanks buddy! Yeah switching is not always the right decision depending on how advanced you are in a project.
How do I Adjust the items positions per character? Change the rifle to a shotgun
There is an additive layer in the poses themselves for the weapon_r bone. It's a tricky one. I am trying to find a better solution for the next update ;)
do we have to retarget or adding ik bones for our own metahumans(tall)? i've been trying to copy paste body parts from my own metahuman to Kellan but it crashes after switching to him in PIE.
I don't use metahumans much, sorry 🙏
hello can you show us how to add this to an already existing game animation sample project i started a project before and i've come a long way
Gorka Games has made a nice tutorial for this. Just activate all the necessary plugins and then migrate the SandboxCharacter ;)
What are your thoughts for using this movement system for a top downish perspective with character looking at mouse on screen? Is this feasible?
Definitely feasible but maybe a bit overkill for such a perspective
hola bro. ¿como puedo agregar una AI que me ataque y genere daño?
Any Plans to update your great work with the GASP Version from 5.5? It would be amazing!
Yes I will I just need to find some time for it. I have many features in mind 😉
@PolygonHive boah, you are the Best! Sounds great!!😇 cant wait.
Are theese animation network replicated like als refactored in github?
Not yet. It's hard to replicate Motion Matching without C++ and I want to keep this BP Only. But I will probably take a look at replication soon ;)
This is very good stuff!
Thanks mate!
Thank you so much ! This is truly incredible :)
You're welcome 🙏
Hello, is there any way to add custom mesh to npc character that is a child of CBP_SandboxCharacter or am I doomed?
I don't see why you wouln't be able to do that 🤔
There is a bug , foot is not correct on ground little bit down the floor . Which part of blueprint causing ?
The is no proper IK for now, once foot IK is implemented it should make that better
@ ok
Great work thank you , but could you help me: I am trying to add a new state( swimming) I managed to modify the pawn bp but In the animation BP I dont really understand how to handle that , could you give me an hint . Thank you
If you're not adding swimming in the Motion Matching itself. You probably need to add it as a state machine in the anim graph and switch from matching to that state machine depending on your state.
Are you going to maintain this fork and keep it in sync with the ALS-Refactored project?
I will be maintaining it from time to time but it will not be related to any ALS project.
Good afternoon friend, can you do a step-by-step guide on how to integrate this system with Advanced Locomotion.
thanks
Can I still use this in unreal 5.5? Kinda of a noob over here!
The project was updated to 5.5 yes
Hello there! thanks for sharing this project. I have a problema adding a ragdoll, hitting them makes fly around infinite, I think its something glitching with the game mode, did u try that? any advice? thanks in advance!
Didn't fiddle with ragdoll yet. But may try that for the next update coming with 5.5
Huuuge respect !!
@PolygonHive Thank man, this is game changer! One quick question - i've added my own Melee idle pose, and melee block pose. First one the usual one, and is working. Block pose i've posted in the Aim logic. But somehow, whenether i use aim, the pose aren't changed, but the arm and the weapon is deforms and increases in size. What can be wrong?
Most probably a additive ref pose setting thing in your pose. Make sure your pose sequence details are the same as the one of the other state ;)
this is very generous! Thank you. Subbing now and hoping for more tutorial video!
You're welcome!
Still kind of new to unreal, how exactly do you implement or add this project after downloading?
It's a standalone project, you can just launch it. If you want to implement in your own project I think Gorka Game has a good tutorial for that :)
Hi, how can we use this where the character is left handed? Also, can we remove some animations, and how possible is it to switch weapons/states with a gamepad? (I'm new)
Left handed should be the same as right handed, you just need to attach items to the left hand. You can see how the Torch or the Bow are attached to the left hand.
For the gamepad, the Q debug input for now is hard coded in the character blueprint, you can add another input for gamepad there. Look for OverlayGraph in the SandboxCharacter.
hello i gave a question, how to make your character only using the default animation style, like without rifle and all that stuff
Hey, there is a "Default" overlay which is the one without any overlay pose
@@PolygonHive yes but how to only use this One without giving possibility to use The others
How do we blend between the poses? As is it snaps to the new pose instantly without blending so it will be very noticeable switching between poses during gameplay.
Still looking for a solution to that. I'll check how ALS-Refactored did it 👍
while i want all the overlays i need to figure out how and where i can use an inventory or weapon system to change them ...
Add a linked layer to your item in the inventory and when you equip that item, link the corresponding layer as it's done in the sandbox character right now 😉
thank you share a plugins,it'look is so cool ! i should how add a new skeletonmesh to the system? i try use my skeleton to reatarget "ABP_SandboxCharacter" and modify bone names of node. but it's not work .
hope can give some help of me ?
You're welcome! There are some youtubers that showed how to add a custom character to GASP ;)
Absolutely amazing!
Thanks 🙏
Hi, does anyone by any chance know where to find the Input Action files for the prop menu. I´d like to be able to access it with a controller but can´t find where are the files with keybinds. Any help appreciated :D
It's in the the Sandbox_Character directly 😉
@@PolygonHive Huge thx! I'm literally so dumb I looked past it everytime I checked 😅
I'd be curious to see the difference in complexity and efficiency between this and a layered control rig approach (new with 5.4)
Never tried the layered control rig, I would be interested as well
This is awesome! One thing is I've noticed traversing while crouched seems to not work for me. I have fixed it in a vanilla GASP project. Another thing is traversing while having certain weapons equipped can look funky, wonder what's a good way to go about... have special vault animations? Temporarily make the character go into a neutral overlay state?
Thank you! I am waiting for the official crouch animation setup to be done in 5.5 before spending more time on that :)
@@PolygonHive I just used whatever databases they have for their walks for the things that are missing from crouches for now haha The only issue with that is that you'll be walking for a second or two after vaulting/hurdling/whatever else they have while in crouch, but doesn't look too bad! Trying now to understand how to go about the weapon sockets/VBs on my Metahuman, my guy is a short narrow, so for him everything looks very uncomfortable haha
Can you please show how to add a custom animation into it?
Will do soon :)
I basically love this video. This video is basically great. Basically, basicallyyy, bassaaaacccclllyyy...
Thanks man!
downloaded today. Am I the only one who has all of the props in a strange orientation. like none of them are held properly. maybe i did something before checking them out. gonna re-download and test.
It's probably happening if you're using another character than the UEFN mannequin. I am still trying to find the right solution for that for the next update :)
Really amazing stuff! I can't thank you enough.
You're welcome 🫡
Dude this is amazing!. Thank you so much fo this. Just a silly question, can we use this for our game we are working on? the movement we got is nowhere near as smooth as this and what we are aiming for is something that requires good movement. Let me know if it is ok to use it for a game we are working on and if we need to pay for it we will if not then tell me if you have a patreon or some sort.
Hey, yes it's ok to use it for your game. If you would like to support me, there is a BuyMeACoffee link in the description :) Either way I am glad you like it and wish you great success with your game 💪
Hey! I created a controller weapon cross widget, it turned out very great, would you want it as part of the github repo? I could do a pull request!
Also while I'm here, how could i make the aiming of the guns always be towards a crosshair in the center of the screen? Thanks
Hello, you can push the cross widget on a branch if you'd like 👍 but I would like to keep the main project about locomotion only, so no UI or weapons etc. But we can have a branch with these things if you'd like 👍
@@PolygonHive Yeah! We could have maybe a folder with other stuff too, I also did an HUD that displays the icon of the weapon together with ammo and other stuff. I do have a problem though, I made a data table made of a Weapon Structure, that is also where I stored the dynamic variables like ammo of each weapon just to find out I cannot edit data tables ... I do already have pretty good structure on it tho, it would only be changing the way I get and change variables but then I had a lot of other things planned
@nxtalex10 the best way is always to develop these things as separate plugins. So that they could integrated in any locomotion project.
@@PolygonHive mmh yeah that might be a good idea actually, btw since you're already here, being a third person shooter, in most games the camera is over the right shoulder, AND, the character actually aims at a cross hair in the middle of the screen, technically just rotate the bones somehow but I am not too sure, and move the camera close too but that is easy. Thanks a lot tho, do you have some advices on how to make it a plugin? Like stuff I should modify first? And how to deal with dynamic variables that cannot be modified through data tables, that is the main problem I have really.
@nxtalex10 you can rotate the bones while aiming, you can check out ALS it does this well.
For the plugin it's pretty straightforward just create a plugin in your project and move the files to it. But in order to make it compatible with any project, your inventory should be a component, this way you can add it to any actor in another project 😉
can you please do a tutorial on how to add sprinting with this
Sprint in coming in 5.5 update. Once they release it I will update the project 😉
@Polygon Hive I would be very happy if I could get in touch with you because I have questions about your dungon poly game
Hey! That project has been on hold for sometime but you can send me an email. You can find my address in the about section of my channel ;)
wow nice. Can you make Motion matching sample + Horse Riding tutorials?
How difficult would it be to implement ledge climbing, narrow path walking etc stealth style feature?
It depends, if you want to do those the old standard way, it should be same as with any locomotion system. With Motion Matching it would require a bit more research.
The weapon offset in character is not good how to fix it?
It's fixed now ;)
How do I get this ? I downloaded the zip file from Github and it's and empty UE5 project ?
You should clone the git repo.
thanks, appreciate your efforts
My pleasure!
Can this be replicated or will be?
There are some replicated version of GASP online you can look at. I am waiting for Epic to replicate Motion Matching properly before doing it in hacky way ^^
@@PolygonHive Motion Matching is Replication Ready in UE 5.5, finally! ❤
is this retargeted to the UE5 skeleton and therefor compatible with Metahumans?
Yep
I already tested the system, it goes great, errors I found, when you crouch and walk and hit a wall or wall is transferred, there are times that does not feel fluid transitions, but it's looking great
Thanks! Crouch is still work in progress from Epic and will be updated in 5.5. I just plugged the in-progress animations to setup the overlay system for it in advance.
hi, there is a tutorial of how i can shoot with the pistol? i'm a newbie to unreal engine
Hey, I am not planning on having a weapon system there. It's supposed to be an animation only project. But any weapons system/tutorial should work fine.
I WAS TRYING TO MIGRATE THIS PROECT TO MY PROECT IN WHICH I HAD A LEVEL DESIGNED. AS A PERSON STILL LEARNING BLUEPRINTS .THEY ARE NOT COMPILING .I DONT KNOW WHAT TO DO. I HAVE BEEN DOING A LOT OF RESEARCH BUT CANT GET IT FIXED YET. IF SOMEONE CAN HELP ME .MUCH APPRICIATED.
There were some minor issues for packaging that I fixed in the latest update. Project should compile fine and problematic blueprints have been removed.
Hi! Does ragdoll and get up animations work with this also?
They will be in the next project update ;)
@ nice!
will you going to make a punching / fighting system? thks
Not really but I'll make some tutorials later showing how that could be done ;)
waiting for the new video to grt released!!!! Cant wait to see some tutorials on it!!!
And I am waiting on the 5.5 update so bad to make the future videos ^^
It's amazing!
This.. INSANELY COOL!
Thanks!
Thank you for sharing this project. I'll check this out. I'm quite sure that ALSv4 rig has no weapon bones. If so, you want to include weapon_r and weapon_l in the IK rig as retarget chains, and both skeletons, source and target, must have weapon bones. Alternatively, you can add a node transform bone inside the anim BP and apply the rotation offset. Or, worse, edit the anim sequence with an FK control rig, and add an additive layer with the desired rotation offsets, it can be a tedious process if you have many files to edit.
You're welcome!
Yeah ALS doesn't have weapon_r/l it has hand_ik_gun bones but event those didn't retarget properly to the new mannequin. The node transform could be a nice solution 👍 I really really don't wanna go through FK control rig for all those poses ^^
@@PolygonHive No problem, I'll see if I can find other options. Keep up the good work.
Will you be making any updates now that 5.5 project is out?
I've tried porting a lot of this over to 5.5 - i've got everything migrated but i must be missing something - ABP_LayerBlending doesnt seem to be doing anything, and not sure where to look. I can see the correct Overlay pose being selected just does not seem to be blending anything.
I was actually able to get this working finally - i was tripped up on adding the implemented interface in the class defaults inside of ABP_sandboxCharacter
Works pretty flawlessly still. Need to fix the crouch but outside of that, thank you for your hard work!
I will be working on an update this weekend hopefully since I am pretty busy during the weekdays. But it'll be updated properly to 5.5
Did you manage to make aimoffset work? Mine doesn't follow camera properly, kinda jumps instead of following camera
It's working yes but there is a slight issue when using the free camera mode and then aiming. I'll get to that soon.
so i downloaded and started the project but for some reason it says there's an error when I press play and its all related to something called evaluate chooser saying it no longer exists?
Never had this issue 🤔
@PolygonHive I re downloaded it and it ended up working, best thing I can think of is it downloaded everything but the evaluate chooser correctly when I installed it from Firefox, Once I redownloaded and launched it, it worked
Any chance of you providing a "tutorial" video detailing the steps you took a bit more in depth? I've been wanting to do something like this for some time now...
I will be updating the project with the release of 5.5 with some new features and will try to record more video when that happens. Stay tuned ;)
Great Work, i loved the results ❤
Thanks! Glad you like it!
This is awesome, thx for sharing.
May be a stupid question; but how/where can I exchange the meshes for the blend? (sry, I'm new to the party)
You'll have to use the live retargeting system in unreal. You can find some tutorials on UA-cam for that 😉
@@PolygonHive I meant the weapon/knive and stuff.
Ah you can just replace the meshes in the sandbox character directly. But you may have to adjust pivot points etc
@@PolygonHive Thx, I got this working (adding new stuff).
For me, everything is a bit off (like bit right off of the hand(s).
Where can I adjust the placement of the items? Haven't found it yet :O
@@DeBaRe there is an Additive layer for the weapon_r bone in the poses.
You add your mesh as preview mesh and adjust the bone position
This is really friggin sick! Do you have, or do you plan on making any documentation to give an quick overview on what everything's doing, and what resources you have available and what they do? (For the curves especially.)
Thanks man!
So there will be a consequent update with 5.5 and I plan to release some tutorials and documentation with that 👍
ALS v5? is there anoother version out there?
It's not an official ALS. I am just calling it like that because that's the end goal of the project :)
how would you add the enter car animation or the pick-up weapon animation?
For cars I've never done that but there are some tutorials on YT that show that. For pickup animations you would play a Montage while switching the overlay. Lyra does this with their weapons 😉
@@PolygonHive i have a alsv4 project that was made in 5.3 where i imported the enter car, pick-up shooting and everything.. i really don't understand the new animation system and how to import it. I have watched your 2 videos 100 times and i don't really know man. I have a big project in my country and this keeps me on place.. do you think you can help me?
If you are talking about IWALS I think the creator is planning on including motion matching in his next release. Otherwise, you can't just add something like entering cars easily it's an entire system. If your project is very advanced it may be not a good idea to change locomotion.