Unreal Engine 5 - GASP Dynamic Additive Overlay (Overview v1.20)

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  • Опубліковано 27 вер 2024

КОМЕНТАРІ • 33

  • @christopherfrancique9912
    @christopherfrancique9912 Місяць тому +2

    love the hop turn looks so much better

    • @unrealdevop
      @unrealdevop  Місяць тому

      Yeah I thought so too, I figured it would be a good way of showing people a simpler approach to something that can be rather difficult to get right.

  • @hesamsadat4288
    @hesamsadat4288 Місяць тому +1

    Thanx for the Hard WORK, Everyday a new Surprise 😲 😲

  • @yantingye1677
    @yantingye1677 Місяць тому +1

    love you ,thanks

    • @yantingye1677
      @yantingye1677 Місяць тому

      Can I use an XBOX controller to control it?

    • @unrealdevop
      @unrealdevop  Місяць тому +1

      @@yantingye1677 Yeah no problem. As far as an XBox Controller, you can but not all the Action Inputs are mapped to Controller buttons. You would have to open the Input Mapping Context and set the keys for some of them.

  • @unrealdevop
    @unrealdevop  Місяць тому +4

    NOTE: I said I added breathing on top of that but I only really did that over the weapon poses. I was a bit zoned out, I didn't have to add breathing on top of their Idles.
    I forgot to show you all how I sped up the Turn In Place, I'll have to cover that in another video.

  • @brucelee-dt7me
    @brucelee-dt7me Місяць тому +1

    i love ya man, im doin the als vids u posted did part 1, will do all others, thats some good stuff, love it

    • @unrealdevop
      @unrealdevop  Місяць тому +1

      Glad you found them useful.

  • @sonny5974
    @sonny5974 Місяць тому +2

    Camera bug: detach the camera from the player and create a camera blueprint which follows the player instead

    • @unrealdevop
      @unrealdevop  Місяць тому

      Yeah I might try that at some point.

  • @ezeehr
    @ezeehr Місяць тому

    Sorry for this question but is it possible to animate from the "Sequence level"? I want to animate the mannequin to do something specific but it won't let me move the character even if I set the "Idle" position, it won't let me move the bones freely, is there a way to correct this? thank you!

    • @unrealdevop
      @unrealdevop  Місяць тому +1

      It is and some of those poses I actually did create/fix/modify using the Control Rig and Sequencer. If your not sure how to animate using a control rig I made a video on doing this for the project and there are also Unreal Engine Staff Member video's on doing that under the Unreal Engine Learning Center, there are also dozens of other videos floating around on this.

    • @ezeehr
      @ezeehr Місяць тому +1

      @@unrealdevop thank you so much

  • @newberynovoa1630
    @newberynovoa1630 Місяць тому

    Thanks for the great contet, do you know where its called the function in de ABP called "ShouldTurnInPlace" i'm trying to some sort assist the rotation of the Character when aming and rotating to fast, so i thought that function can give a great starting point but i can't find any reference that make use of that, do you have any idea ?

    • @unrealdevop
      @unrealdevop  Місяць тому

      I'm not really sure what you are trying to achieve....you want to slow it down?

    • @newberynovoa1630
      @newberynovoa1630 Місяць тому

      @@unrealdevop hey, what i want to fix is the problem when you aim and rotate to fast with the mouse , some times the turning animation can’t catch up, and end up doing some weird spins the upper body

    • @unrealdevop
      @unrealdevop  Місяць тому

      @@newberynovoa1630 Yeah that's the animation wrapping back around, fixing this is a problem because it requires you to introduce interpolation. Interpolation makes the jittering of the gun worse. The primary problem with aiming right now stems from the 'Offset Root Bone' node, it's the core function that drives this type of Motion Matching and it is causing a lot of problems.
      If you try to break this animations system you will, simply put there are a crap ton of problems with the approach that they have presented. The 'Offset Root Bone' node offsets the Skeletal Mesh from the Mesh Component that it's a part of. It does this based on Root Motion stored in the animations, this includes turn in place.

    • @unrealdevop
      @unrealdevop  Місяць тому

      @@newberynovoa1630 If your simply wanting to prevent it from wrapping back around I don't know what to tell you. I might look into this but it would be really tricky to setup logic that doesn't cause a myriad of other problems but still prevents it from wrapping back around. That's going to be a difficult thing to pull off smoothly.

    • @newberynovoa1630
      @newberynovoa1630 Місяць тому

      @@unrealdevop Thanks for your help. I was thinking of rotating the root bone with the camera when the angle between the root bone and the controller is greater than 50 degrees. That's the threshold I saw in 'ShouldTurnInPlace' but not sure if it is a good idea, still trying to learn this new system

  • @KongratzStudio
    @KongratzStudio Місяць тому

    is it replicated ? if not would u pls provide us a paid one (REPLICATED)

    • @unrealdevop
      @unrealdevop  Місяць тому +1

      My stuff is replicated, motion matching is not properly replicated yet. That is coming in 5.5

  • @christopherfrancique9912
    @christopherfrancique9912 Місяць тому +1

    how difficult is motion matching for moving backwards with traversals. curious u seem like you know what your doing. awesome work bro

    • @unrealdevop
      @unrealdevop  Місяць тому

      Could you elaborate a bit more? What do you mean moving backwards with traversals? You mean like climbing backwards over a wall?

    • @christopherfrancique9912
      @christopherfrancique9912 Місяць тому

      @@unrealdevop ya back flips over the obstacles while moving backwards. I'm picturing Jackie Chan style movement.

    • @unrealdevop
      @unrealdevop  Місяць тому +1

      @@christopherfrancique9912 Yeah I mean I haven't attempted to make one yet but it's going to require specific placement of the attach bone during animation authoring since their setup uses that for the Motion Matching.

  • @Deculayn
    @Deculayn Місяць тому

    Could you show us how to replace idle animations with our own animations?

    • @unrealdevop
      @unrealdevop  Місяць тому

      I'll do a video on that eventually yeah, I just had to catch up on a lot of problems this weekend.