For anybody having the issue where you can't select the parent socket, make sure your static mesh component is under the main character mesh component in the components panel.
@Beh3D4 жыл бұрын
Thank you. You saved my life
@WoodysAR4 жыл бұрын
@@Beh3D Can you push PAGE-UP?
@CasperLind14 жыл бұрын
Yes and if you have trouble making the static mesh go under main charcheter just make them moveable in the transformnation tab
@SelectModeHQ2 жыл бұрын
Legend!
@sakattodesign99272 жыл бұрын
why i cannt do 2 static mesh? it just follow old static mesh
@PhilosophicalPawn3 жыл бұрын
Honestly, I wish you were my school teacher. If you were or if my teachers were more like you, I wouldn't have dropped out of school. You explain things so perfectly and make it so clear and easy for me to engage in learning this
@AdamMooreGameDev2 ай бұрын
I know it's been 3 years since you posted this, but I'm sorry to read that your teachers sucked.
@LEGIT1348 жыл бұрын
Yes! I finally can attach fbx files to different areas of my character:) Thank you:) so much:)
@neohelios777 жыл бұрын
Can confirm, this basically works with 4.13.2. In VR this looks awesome; one can get in really close to see how well the sword is touching the back! I used the "vanguard" skeletal mesh from the current version of Mixamo instead of the "trooper", but it still worked fine. Ran into a minor snag with getting the Couch Knights sword asset since Couch Knights is (purportedly) no longer "compatible" with the current version of Unreal Editor. The solution was simply that I found the assets in the file system, and straight copy-pasted into this project. Also, a bit of weirdness with the steel texture not showing, but not worried about that right now. Anyways, thanks for the tutorial!!
@raymondsinclair43 жыл бұрын
how do you do this if its not the playable character, rather an animation u want to use in sequecncer, does anyone know its driving me mad. Ive imported my mesh from maya and just cant get the gun to stay attached to hand
@spacep0d4 жыл бұрын
Beautifully-explained, huge help. Thanks!
@ec754137 жыл бұрын
Why did I get "cannot change socket on inherited component" when I tried to change the Parent Socket? I added a component Sphere (in common area) for my ThirdPersonCharacter, and in the Details panel, the Parent Socket field is not editable, and the tooltips on the magnifier and the cross showed the message to me. The only way I found to attaching is using AttachToComponent in BP. Why?
@ec754137 жыл бұрын
I got the answer. My new component should be moved under Mesh instead of CapsuleComponent. The tooltip is not a warning, but just a warning telling you when you may not assign ParentSocket.
@fuji41287 жыл бұрын
TYVM I MADE A GAME EVERYTHING WAS PERFEEEECT BUT THE GUN DIDN'T STICK BECAUSE OF THAT THANK YOUUUUUUUUUUUUU!!!
@MorganFuse3 жыл бұрын
This video saved me thanks a lot for everything 🙏
@thornbloodstone62752 жыл бұрын
Besides some rambling on, this video has some useful information, if you jump to around the 5th or 6th minute of this video you'll save time. I just needed to know that i had to turn the skeleton into a BP so i could attach the new meshes to the sockets i had already made in the skeleton for my hair piece i just needed to know how to attach it then parent it, because parenting items isn't as straight forward as other editors like Daz3d. Thanks for posting the information still even tho you ramble a bit. I don't know why Unreal requires so much double handling of assets, when you initially create the socket for your mesh in the skeleton they have add mesh but it's preview only for some dumb reason and no option to just attach a mesh to that bone right there under that drop down menu in the skeleton tree just to be simple... But no you have to then assign the mesh via the add component in the bp itself,, more double handling when it all could of just been set to the skeleton, editing the bp is crap because if you have it retargeted to say the UE mannequin you have to edit whatever template your using when the mesh should be just tied to that specific skeleton not the whole BP. It's ok if you want the sockets shared across the bp but i want the assets parented to the skeleton so when it retargets to whatever bp they carry over from that skeleton not shared across the whole bp. Part in this video that i needed was at 7.20 too 7.40, but take 9 minutes to explain how to socket an item when it should take 20 seconds but no we had to wait till you created a BP then created a weapon then stuffed around with it before you got too finally socketing the item!
@dianafuchs78233 жыл бұрын
Why my object can't be selected as a static mesh?
@soco53385 жыл бұрын
I see this works well for adding weapons, but would it also work similar in the case of replacing an armor mesh as well?
@abdullahsajid655364 жыл бұрын
if you want to have a mechanism to change the mesh when the character picks up something, u can try this. Step 1: make an actor, give it a collision and a mesh. Step 2: on event actor begin overlap, cast to thirdpersoncharacter, get a mesh reference of whatever u named the attached object, and then a set mesh block. Use the target node to connect to it. To get the new mesh, drag and drop the actor's current mesh into the blueprints.
@thornbloodstone62752 жыл бұрын
Yeah works for armor or hair meshes or any object you want to stick to that part of the body. You can do this with Static or Skeleton meshes, i use skeleton meshes for some while others i use a static depends what the prop is doing if it needs a skeleton or if it's just a simple static mesh. You use skeletons with things that have moving parts if not use static and animate using another method. Cloth or armor for example can be a static mesh with a cloth simulation as animation for the moving parts of the body.
@seanrodrigues83232 жыл бұрын
In UE5, how would I add the actor blueprint to Sequencer and play the FBX animation?
@mikeue47295 жыл бұрын
Does that work for collisions to? Say i want to put a box collision on a moving skeleton mesh, in the socket i created, will it work?
@ИванИванов-д5з1ь5 жыл бұрын
it will work
@RolandTechnicalDesigner7 жыл бұрын
Would you need to use the character blueprint to animate the mesh in the socket? for example if you want the character to spin the sword in their arm you would need to apply a transform in blueprints? Could you maybe use a sword with a skeleton and play the animation instead?
@n1lknarf Жыл бұрын
Is there any performance downside to having hundreds of sockets in the skeleton asset? Are sockets just transform variables or do they cost enough to justify homogenizing their use?
@andristefanus4 жыл бұрын
What about socket with physics? This sword look awkward
@noharachamploo60915 жыл бұрын
This is good but how to you match the weapon in the socket from the blueprint to be in the same position as the weapon in your preview of your skeleton ?
@baziztsahy39274 жыл бұрын
Thank you very much for the video
@alienrenders8 жыл бұрын
So a socket is useful for being able to swap out a connected item, right? For a single item, you don't really need a socket. So if you also had a bow, you could swap that into the socket.
@kaarinaruotsalainen57526 жыл бұрын
Question is. I did all of that, i have the blueprint. but how do i change the character's.. mesh? so it could have the meshes that i attached in the blueprint.
@foxsin68064 жыл бұрын
7:08 doesn't work, nothing appears
@josiahfennell4 жыл бұрын
Yup having the same issue
@josiahfennell4 жыл бұрын
5 mins later I've figured it out. move the sword component under the mesh component (in the components tab)
@foxsin68064 жыл бұрын
@@josiahfennell Oh! Ok! Thxs.
@kv71647 жыл бұрын
Hey quick question about animations. I'm interested in animating a first person view of hands and i would like to know how does UE4 handle different position of fingers and hands based on what weapon is used. Surely there is a better way than making 40 different pairs of hand viewmodels for every specific weapon.
@WoodysAR4 жыл бұрын
I thought he said at first: "You can put a sock... in it!" :O
@xantishayde-walker45937 жыл бұрын
I couldn't find the Couch Knights Asset Pack, so I downloaded the Infinity Blade Weapons Pack and tried to use one of those. It's a Skeletal Mesh. No big deal I figured. I can't seem to add it to a Parent Socket on the UE Standard 3rd Person Character BP though. I'm using version 4.10.4. Please help me!
@spookyanimator46955 жыл бұрын
Perfect if you are going to create a Matinee animation that needs sockets. ty!
@TanatomorFozis5 жыл бұрын
hi thanks for the video but i have a question, does anyone know how to solve the problem with the foot going underground floor after retargeting?
@bibu2444 жыл бұрын
Thank you for the awesome video! How about eyes that are animated in the 3d software, how do you add them as separate meshes to the character?
@electricalroom11193 жыл бұрын
thanks , great tutorial
@luisschmitz32458 жыл бұрын
hey can anyone tell me how I can remove the meshes from the sockets for example when my character is dead I can't get it to work with remove from parent need help please
@evenios28315 жыл бұрын
neat! been wondering about this!
@fraydizs73025 жыл бұрын
It doesnt let me type anything into the socket options
@abdullahsajid655364 жыл бұрын
Do u see a search icon next to it. Use that and find the socket to attach the mesh to.
@Farathan3 жыл бұрын
Saved my day here
@luhkopetr8 жыл бұрын
very good tutorial!!!Like
@StripesWaterkat7 жыл бұрын
Perhaps someone can explain this to me, cause I'm really getting upset. All I want to do is add a permanent attachment to the mesh, like hair or something, that's not going to change. According to this document, docs.unrealengine.com/latest/INT/Engine/Content/Types/SkeletalMeshes/Sockets/, I should be able to just drag and drop it onto the skeletal mesh, but it doesn't work. It seems ridiculous to me to have to add a component for something that going to be a permanent part of the mesh. Thanks.
@exthase_original7 жыл бұрын
You must create a blueprint of your Character and now you can Drag & Drop something in.
@feature5526 жыл бұрын
it's possible with clothes?
@evon4479 жыл бұрын
Really usefull!!
@hanyanglee90182 жыл бұрын
OK we are gonna see how this would be applied in real project since CDPR is probably working on the next Witcher game with ue4 or 5. Oh btw, Geralt has 2 swords.
@GuyverGame5 жыл бұрын
Cool~ Thanks!
@shamanik13207 жыл бұрын
Lol did you not show the Mixamo character again because it didn't fix the Animation? It kinda looked the same. I don't care though, awesome information!
@IconicProps4 жыл бұрын
someone needs an application that opens up a rigged character. Lists the characters bones on one side. Lists Unreal/unity bones on the other side. And you can just drag the bones from valid side, to mesh. And it simply renames the bones. Then updates any animations that use the bones. Instead of doing it by hand.
@fragolegirl20026 жыл бұрын
If you cannot use parent socket. If you click on the parent socket thing and nothing happens here is a fast video link to help you fix that problem kzbin.info/www/bejne/Y6myoJ6kiql6l6c you need to attach the sword to the static mesh underneath the green button add component on the left hand side
@dayjavu19955 жыл бұрын
Thank you :D
@adriatical90167 жыл бұрын
Interesting...
@HCKNEOBOOM7 жыл бұрын
Parent Socket field is not editable
@jero55664 жыл бұрын
thanks!!!!!
@da_cat3 жыл бұрын
Thx bby
@mertbalkan72759 жыл бұрын
bad
@six20138 жыл бұрын
+Mert Balkan Maybe you should say why it's bad...
@stevejiang50986 жыл бұрын
agreed that reason should be provided to make this into a constructive criticism. But this video's feels kinda like a preview. The scope is limited in that this method only applies to a default population of the socket on spawning of the blueprint. It only touches on the most basic of the basic on "using sockets", and not very useful for real game development where you need to manipulate or actually "use" the sockets. Attaching the back socket to the clavicle bone feels silly as it moves with the shoulder and not the back. The socket rotation/location adjustment can be done much easier in the skeletal mesh editor instead of in the blueprint as well if he added a preview asset to it. Basically spent 10 minutes learning how to right click to add a socket and then position it. Feels like this content can be condensed into a 2 minute video. There are much better tutorials out there to teach you how to create socket, import asset, and create socket interaction with the imported assets. Imo it is not the best choice for learning to use sockets.