How To Change Stance Based On Weapon In UE5

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That Skye

That Skye

Күн бұрын

Пікірлер: 12
@Sedated3
@Sedated3 4 ай бұрын
Straight to the point - I love it
@InfiniteBeyondFiji
@InfiniteBeyondFiji 10 ай бұрын
Good stuff! defs what i was looking, for straight to the point and informative.
@Urkoth
@Urkoth 10 ай бұрын
lmao, I figured out the socket weapon rotation and location change with these stances. Unreal can be weird. The rotation isn't adjusted in the sockets but rather in BP_Sword blueprint. Rotating it and moving in the viewport of BP_Sword WORKED for me!
@that_skye
@that_skye 10 ай бұрын
Glad you got it to work! Yeah since the weapon is basically slapped onto the character. You can manipulate it both by changing the child actor in player blueprint, and by changing stuff inside that weapons blueprint.
@Urkoth
@Urkoth 10 ай бұрын
Sooo, to make this work, it will be connected to your weapon type system, right? Looking forward for the part 2! Fixing the levitating issue is ez - open the animation you imported, click character button thats above your character (between Show and LOD Auto buttons)> bones > all hierarchy. Now that it's showing bones on screen, select the root bone(probably between feet) and pull down as much as you want, press +Key above character(between export asset and make static mesh) and save and that's it. :D
@that_skye
@that_skye 10 ай бұрын
Yeah that's a good way to fix that I think. About the merging with weapon type system. I was looking at it to make the video about merging them and honestly I don't think there is a need for that video. Since all you have to do, if you followed this video, is to use the EquippedWeapon variable that you should have from the Weapon types video. And swap it for the variable used in this video. That should basically be it. And also if you do that don't forget to change the blend poses node in the anim BP, so that it uses the correct enum.
@Urkoth
@Urkoth 10 ай бұрын
It seems like I managed to do it, for those who did your weapon type tutorial, just gotta follow from the 2nd minute of this vod. The ironical part is that I've been trying to find how to assign the big sword to the new socket I made(it's still being placed in the original weapon socket) - I just can't find why is it being recognized as the weapon that goes in the old hand socket. So lmk if you know why before my head goes poof lol. And can a new running animation be implemented by method from this video too?
@that_skye
@that_skye 10 ай бұрын
Well with the socket it kinda depends on what you are trying to do. If you mean that it goes to the old socket when the weapon is drawn then you have to change what socket the child actor(weapon) is attached to. If it's about it being attached to your character when the weapon is sheathed, then you just need to go to the event where it's attaching it to the socket when weapon is sheathed. As for the movement, I guess that could work that way yeah. I haven't started working on that video yet so not sure how well it would work.
@KayoWR
@KayoWR 5 ай бұрын
is there a way to change the run animation based on weapon?
@that_skye
@that_skye 4 ай бұрын
Hi, yes it is very much possible and you can use this same method to do it aswell. Im working on a video covering how to do that right now so you can check it out when it releases.
@Shahuang
@Shahuang 9 ай бұрын
how to get those animations?
@that_skye
@that_skye 9 ай бұрын
Hi, so I went to get you a link for the asset pack. But apparently it's no longer available on unreal marketplace, but the person who made them also publishes on other sites, or you can get in contact with them about it. Here is the link to the original asset pack: www.unrealengine.com/marketplace/en-US/product/frank-slash-pack#
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