First of all, thank you very much for this tutorial! It's clear and easy to understand. I use UE5.4.4. At 18:30 in the Blueprint node, I encountered two errors during runtime. I believe it means that the GetMainAnimBP method returned a None object. However, this issue only occurs with the BS_N_Lean_Turn node, and other nodes don't have this problem. Aren't these methods supposed to be thread-safe? It shouldn't result in a None issue. Errors: Blueprint Runtime Error: "Accessed None trying to read property CallFunc_GetMainAnimBP_ReturnValue". Node: Blendspace Player 'BS_N_Lean_Turn' Graph: LocomotionLayer_Cycle Function: Execute Ubergraph ABP Locomotion Layers Blueprint: ABP_LocomotionLayers Blueprint Runtime Error: "Accessed None trying to read property CallFunc_GetMainAnimBP_ReturnValue_2". Node: Blendspace Player 'BS_N_Lean_Turn' Graph: LocomotionLayer_Cycle Function: Execute Ubergraph ABP Locomotion Layers Blueprint: ABP_LocomotionLayers
@Winhoo-hyo2 күн бұрын
I fixed this bug. In the BlendspacePlayer node, I directly input the data via right-click and used Binding to retrieve the data. This way, the 'Accessed None' error no longer occurs. Now I avoid using the Property Access method to get data in the BlendspacePlayer node, but I still don't know the root cause of this error. Maybe it's another minor bug in UE5.4.4.
@Kamboire6 күн бұрын
Hi Thanks for your Video , I got a problem with CalculateLocomotionDirection when I do the first method (Not the Switch on) everything work fine but if I use the with everything become messy and stay of the F of the E_Locomotion enum it's never switch ? can you help me please ... I really try to make the switch work . thank you
@阳阳-7986 күн бұрын
Hello, teacher, I would like to know you from the entry point to understand the principle?
@CostlyMass10 күн бұрын
Anyone know how to delete hollow bones? I renamed my bones and it kept the old ones made them hollow. Its messing up my modular rig. All I read is "redo the skeleton in blender". What if you made the skeleton in Unreal, its like im missing a very obvious delete button
@snow9011214 күн бұрын
Thanks for this tutorial series! It has been helpful to get an idea of where to start when trying to examine how the locomotion is done in other projects like the GameAnimationSample
@xiaofanchuanart15 күн бұрын
If your character jitters when leaning, change the blendspace weight speed to 2.0
@epsilon356918 күн бұрын
I"m following along in 5.5.1 and I realized at 14:16 that this no longer functions this way. What workaround could I use?
@lairdsummers531520 күн бұрын
u are a genius bro !
@lairdsummers531520 күн бұрын
you defenitly know what u doing but shit, i will skip all the theory men , im dead , in the floor
@lairdsummers531520 күн бұрын
bro i lost u in the 2 minute, open chatgpt, and tell him to give u some tdah scripts that keep us with u cause, if i dont know the buttons, or tecnicims i will die, maybe u can put in the promt: write me a script to explain something dense to begginers, something funnny, kinda goofying aorund, messing around, explained to idiots and or explained to kids cuz i lost u bro thanks for the info
@gstreetgames253021 күн бұрын
This kid fall off the Earth or something? 5 months nothing new.
@lairdsummers531519 күн бұрын
Give him a break! U have more Chanel’s , pay lessons bro shit
@MJM2014S23 күн бұрын
I really like that you're actually teaching how to use the engine and not just "follow along". This helps me understand what I'm doing and why I'm doing it. Subscribed
@LusiiOfficial23 күн бұрын
Wow great Tutorial Thank you man ♥
@epsilon356924 күн бұрын
I have all my gaits down, but I want to put them as different angles on a gamepad joystick, because my girlfriend with cerebral palsy has difficulty with M&K. I can't find a tutorial for that, can anybody advise?
@The.Edgerunner27 күн бұрын
your the most detailed person on unreal! really learn alot from you, alot of content makers just show the "do this and this" i want to know why .... amazing work mate! best ive seen regarding unreal engine and only just found you on here! id love a detailed tutorial like this on the new game animation sample making it from fresh and adding weapons etc... i think that tutorial would be unreal! :P
@olliverkatana4168Ай бұрын
Thank you, man. This tutorial make me understand fields mechanic much better.
@KensidanАй бұрын
these are the best lessons on youtube!!!
@hotsauce7124Ай бұрын
Hello, do you have tutorial that shows how to add a sword combat system into Lyra?
@CrisisDispenserАй бұрын
Epic just published this very system with UE GASP 5.5! State Machines + Motion Matching!
@KensidanАй бұрын
Thank you so much for your lessons, kind sir! You explained everything in such great detail that I was able to apply it to another skeleton and fix all the mistakes on my own. I finally understand what's going on!
@batmandoesntkill4744Ай бұрын
a very useful course
@grembenlin1903Ай бұрын
i didnt see this as it wasn't on your playlist and i was trying to find a way to hold weapons properly, great 2 videos for 22 and 23 i beg you do part 24
@jacklaroulette8301Ай бұрын
Hello, I have an issue with the compilation regarding the OnUpdate function of the Sequence Evaluator. I'm experiencing a systematic crash that forces me to delete my locomotionlayers file and replace it after restarting Unreal, otherwise it keeps crashing. Here is the error message: Assertion failed: !bRequiresCachedVariable [File:D:\build++UE5\Sync\Engine\Plugins\Developer\PropertyAccessNode\Source\PropertyAccessNode\Private\K2Node_PropertyAccess.cpp] [Line: 104]. My Unreal version is 5.4. Thank you.
@tristantully1592Ай бұрын
Folks something I ran into as a problem, which I found the solution to in Part 7's comments is that if you run into troubles with your Sequence Evaluator refusing to play Stop Animations despite everything being setup correctly, then what you need to do is go into your AnimationLayers blueprint. Go to the Event Graph and add an Event Blueprint Update Animation --> Do Once --> then add your cast to your Main Animation Blueprint there and create a variable there for your main animation blueprint. Then when using Property Access in especially the Sequence Evaluator, use your newly variable. For some reason there was a glitch introduced at some point in the updates that is causing problems now compared to when this series was first made. The issues were corrupting my character blueprint, refusing to run the stop animations, etc. Do yourself a favor and do this.
@Pantheon-dz9crАй бұрын
Solo diré que es lo mejor de lo mejor esta guía llego 1 año después y sigue siendo igual de buena, la veo con los subtítulos y es realmente buena porque tu audio es perfecto, eso junto con tu manera de explicar tan detalladamente, simplemente lo mejor.
@mihovilpupovac6639Ай бұрын
Does Paragon animation set have enough coverage to follow along?
@robertadams3925Ай бұрын
Jujitsu? Im going to learn, Jujitsu? This was absolutely invaluable.
@KendelExАй бұрын
im getting free of 3rd party animation plugins and premade projects like AGR, ALS and ALC, now i'm developing my own solution with this series help, this is game changer for my project, thank you so much, you are my hero.
@seanmcbride-o3fАй бұрын
My TimeFalling variable is not changing value. I've debugged IsInAire, IsJumping, and IsFalling to be happening at the right time. If i manually set time falling, on both sides of the branch connected to the 3rd pin, Jump recovery additive animation will play. Seems like in UpdateCharacterStateData, The third branch never gets the value from adding TimeFalling and DeltaTime. If I print TimeFalling to screen, it never changes. When it's manually given a value on either side of the branch, that value is printed on screen when about to land as expected and animation plays. How can I debug why these two variables won't produce a value as in the tutorial? I have actually done this tutorial once before and successfully got past this part. I've compared as best i could for the past few days. Just figured I'd ask. regardless, this series has taught me a lot about UE, and grateful for the effort.
@tristantully1592Ай бұрын
For folks running into trouble with running the "Graph" mode on Orientation Warping, I found that its because there are animations that don't use the IK bones for movement, meaning once out of graph there is nothing for the orientation warping to run on. kzbin.info/www/bejne/n5a6aoCXrsebsMk This video covers making virtual bones to give Orientation Warping something to work with in place of IK bones.
@ryanjones7105Ай бұрын
thank you for saving me hours of research and frustration! I'm just experienced enough to get myself into trouble and can send myself down some crazy rabbit holes when I have to come up with my own solutions hahah!
@MannyocrityАй бұрын
First off, great video series. One issue I was having was that I kept going right to idle and would not play the stop animations. I realized there was still a transition from Cycle to Idle which was the same as Cycle to Stop. Not sure why yours's was working and mine was not, so I deleted the transition between cycle and idle and everything started working properly. I rewatched the beginning and couldn't find a step I missed. Just a heads up for anyone having issues were the stop animation do not play
@deadkeksАй бұрын
Is there a reason you dont use the "SetPlayrateToMatchSpeed" Function from the Distance Matching Library, like Lyra does? You make the best Locomotion Tutorials btw <3
@moosehead132 ай бұрын
I am struggling to translate this information into the Lyra Starter Project & was hoping for a little help. I dug through just about every blueprint I could think would have something similar to this system and even some of the c++ classes. I just can not find how the movement speed is modified when ADS. Do you cover this information in any of the videos that are apart of your "Lyra's Locomotion Explained" series? Any help would be appreciated!
@moosehead13Ай бұрын
For those that are also curious how the lyra project modifies movement speed on ADS I did finally find where the magic happens. Browse to: All>Plugins>ShooterCore Content>Input>Abilities>... Open "GA_ADS" and on the event graph navigate to the "ActiveAbility" event. Here you will see it takes in the "Max Walk Speed" from the character movement component & multiplies it by the "ADS Multiplier" then sets the "Max Walk Speed" value on the character's movement component. Then the "Max Walk Speed" on character's movement component is restored when the "OnEndAbility" is called.
@moosehead132 ай бұрын
9:27 for those looking at the Lyra Starter Project and following along with this series there is a great example of orientation warping node usage if you go to "/All/Game/Characters/Heroes/Mannequin/Animations/LinkedLayers" Open up the "ABP_ItemAnimLayersBase" and within "Animation Layers>Item Anim Layers" double click on the "FullBody_CycleState" layer.
@fancart2 ай бұрын
I have downloaded the TurboSquence-UE5.3_FIX2 version, my Unreal version is 5.3.2, when copied to the open plugins folder shows the notice, how to fix it The following modules are missing or built with a different engine version: TurboSequence_Lf TurboSequence_Editor_Lf TurboSequence_Shader_Lf TurboSequence_HelperModule_Lf Would you like to rebuild them now?
@moosehead132 ай бұрын
Ethan you are a machine dude! I am blown away by your detail oriented approach to teaching. Every step feels so well thought out. This is the Masterclass of character animation for UE5. Thanks for taking the time to create this series! I've been using the Lyra Starter Game project as a learning tool in parallel & would recommend others do the same. This series has helped in unmeasurable ways towards understanding a professional design approach to character animation within UE5. I can not thank you enough!
@TheMark1472 ай бұрын
great tut thanks ... but I having struggle w/ not regular / not linear animation ... want to apply a zombie walk (from mixamo) but it wont works with stride warping this way ... any ideas? thanks
@xaby9962 ай бұрын
This video isn't in the tutorial playlisy
@Some0702 ай бұрын
Re: Fast Feet Blend Profile Blend Profiles exist per Skeleton & cannot be saved or transferred to other Skeletons, without C++. Solution: - Open SK_Mannequin [Skeleton Tree > Settings Cog Wheel > Blend Profile > Fast Feet] - Open your skeleton, create a blend profile & manually copy values from the manny to your skeleton. - Select the new Blend Profile in the state machine transition details panel.
@JRZAZ2 ай бұрын
Hi, there. I wanted to thank you for this tutorial. It's hard to find such comprehensive tutorials on KZbin so thank you very much! I'll take this opportunity to give you some feedback and maybe it will also help some people: - If you make a pivot, and then immediately another pivot in the opposite direction (without waiting for the hips to come back in the right direction), you're going to play the wrong animation. I think this is the most annoying problem. - there's also a problem when you make a pivot and just after the pivot you release the key: the character will switch to the “Stop” state, but he'll play the wrong animation (he'll play the "stop forward" animation instead of "stop right/left"). - when running into a wall, the character will continue his jog/walk animation even when he is no longer moving. - also, when you run into a wall, depending on which animation is played, the character will sometimes try to climb the wall (because of the LegPlacement node). For example, the "jog stop" animation. In my case, I deactivate LegPlacement when I hit something, but I think we can do better by adjusting the LegPlacement node. The character can also be deformed sometimes when he hits the wall (due to inertialization, I think), so it might be useful to add an OR condition in the Stop => Idle transition when we detect a bump against a wall. - if you're in the idle state, turn the camera in one direction and quickly after press the down key, the character will “twist” his legs as he turns (or do a full 180 spin). This can be corrected by changing the Idle => Start transition to “Standard Blend”, or by duplicating it, with one version of the transition with Inertialization when RootYawOffset is low, and another with Standard Blend when the offset is too high. - not a bug but it could be interesting to have a custom anim/state to smooth things when switching to another diagonal (like going forward+left then suddently going forward+right) I'll go on in a second comment about the jump-related feedbacks.
@JRZAZ2 ай бұрын
- the FallLoop => FallLand transition doesn't work properly. When set to automatic, the FallLoop animation stops too early. If you use the check to GroundDistance instead, you get out immediately, because GroundDistance seems to be always equal to 0 here (I was not able to understand why, because logging its value in the animBP update fonction output the correct value). I've replaced the condition with "not inAIr", but this isn't an ideal solution, as you have to wait too long to make the transition. - jump recovery causes problems when merged with jogging animations (we see problems with the legs). We can clamp the alpha in LandRecovery (Blend node) to reduce/remove the problem, but there is probably a better solution (using specific animations for "fall land" idle/jog/walk, perhaps?). - overall, the jump is a bit too “stiff”. I've increased the duration of the JumpApex => FallLoop transition to 0.5, but I think we should also change the transition condition between JumpStartLoop and JumpApex to something more precise - if you fall without jumping, you never reset Time Falling. You have to reset it when the JumpApex State becomes relevant, otherwise it continues to accumulate (explained by someone else under the video on jumps). Hope this helps. All in all, I think the result is very good, even with these little problems.
@Eqipakeq2 ай бұрын
please help me, when i tried all of these, my character become a giant from body to head, anyone have idea to solve this?
@xiaofanchuanart15 күн бұрын
Did you bring in the correct delta time input? Don't bring in the function; bring in the one all the way at the end.
@Eqipakeq2 ай бұрын
Brooooo you really help me A LOT!!!! THANK YOU SO DAMN MUCH!
@kevinhall4362 ай бұрын
great video thanks
@yvettenaomi38702 ай бұрын
for those wanting to replicate gait settings for multiplayer, set the CurrentGait variable to RepNotify, then when changing it call a RunOnServer event that uses the Change Gait function, putting the logic past where it sets the gait and passes through the interface in the OnRep function!
@gidegide2 ай бұрын
ngl the video at the start with the guy looks like ai generated 😅