[UE 4.27 - 5.0] Smart Locomotion INTEGRATION

  Рет қаралды 2,196

Horizon Gaming

Horizon Gaming

Күн бұрын

Пікірлер: 13
@horizongaming7597
@horizongaming7597 Жыл бұрын
ALSO : When I advise you at the beginning of the video to not use skeletons outside of Unreal Engine, Mixamo, or even MetaHumans, it's because from experience, I know how complex it can be to retarget animations from one skeleton to another. However, if you know what you're doing ( for the retargeting process ), then you can use any skeleton. TO FINISH : Once you have retargeted your animations, go to the animation named "AS_AO_SIMPLE_BASE" for the aim offset UP/DOWN. In this animation, change the setting called "ADDITIVE ANIM TYPE" from "MESH SPACE" to "NO ADDITIVE". It will fix the Aim Offset for the aiming
@horizongaming7597
@horizongaming7597 Жыл бұрын
If you want to migrate Smart Locomotion into your project, the process will need an aditional step before starting the video, you'll need to: 1. Open your Project Settings → In the search tab, type Physical Surface → Now add these Physical Surfaces → SurfaceType1 : Grass → SurfaceType2 : Wood → SurfaceType3 : Wet → SurfaceType 4 : Metal 2. Migrate Smart Locomotion into your project: Open Smart Locomotion, right-click on the root folder, and select "Migrate." Choose the content folder of your project and import everything. 3. Ensure that your inputs match those of Smart Locomotion (you can even export the inputs from Smart Locomotion if you want and import them into your project). Once that's done, you'll need to set up your character blueprint similar to that of Smart Locomotion, which means: 4. Place the cameras in the same way and modify these values in your character blueprint: Use Control Rotation Yaw: False Orient Rotation to Movement: True Can Walk Off Ledge While Crouched: True Can (Crouch, Jump, Walk, Fly, Swim): True 5. Add all the Actor components (AC_Movement, AC_Parkour, etc.) to your blueprint. 6. Add the blueprint interface to your character and connect all the variables in the "Get Character Variables" function (these variables are located in each Actor Component). 7. Finally, copy and paste the graphs from the Smart Locomotion's BP_Character into your character blueprint, and refresh the functions if there are any errors.
@PEMBYSGAMINGWORLD
@PEMBYSGAMINGWORLD Жыл бұрын
When you are uploading you should always publish when all the processing is done. I will watch this in a few hours because 360p is no good for tutorials. Great product though, and i am interested in it.
@horizongaming7597
@horizongaming7597 Жыл бұрын
Oh yes your right, it's processing the 4K
@theartisan7603
@theartisan7603 Жыл бұрын
what is the name of the plugin your are using?
@horizongaming7597
@horizongaming7597 11 ай бұрын
Hi sorry for the delay, in this video i used the mixamo animation retargeter 2
@ravnor874
@ravnor874 Жыл бұрын
Recently bought this and was about to sit down to watch the old video, my stomach dropped when it was unavailable haha Thought you had deleted it and went for the hills.
@horizongaming7597
@horizongaming7597 Жыл бұрын
Haha, no, I had forgotten to mention some important details for the integration, so I redid it correctly and made the old one private.
@AKA_LIRIX
@AKA_LIRIX Жыл бұрын
Bien le bonjour, au vue de l'accent je me permet de passer en français :D J'ai un projet assez simpa en FPS qui n'a pas un super feeling FPS, donc je suis curieux a propos de ce locomotion system. J'aimerai savoir si il y a une prise en charge des fusils d'assault, tout ce qui est weapon Sway, donc le mouvement des armes en fonction des déplacement etc... Egalement je trouve le headbobbing très fort ce qui a tendance a causer une motion sickness, normalement il faut pas trop avoir de mouvement gauche / droite Y a moyen d'avoir un peu plus de détail par rapport a ce que j'ai mentionné au dessus ? merci
@horizongaming7597
@horizongaming7597 Жыл бұрын
Bonjour à toi, il n'y a pas de prise en charge des fusils d'assaut, seulement un "changement d'état" pour équiper des armes tel qu'un pistolet ou encore une épée. La logique de weapon sway devras être codé de votre coté. Le headbobbing est facilement modifiable/désactivable dans le produit pour convenir à n'importe quel projet.
@allalongthewatchtwer
@allalongthewatchtwer Жыл бұрын
Hey man thanks for making this asset! you've made my life a lot easier. I wish you the best, i hope i can learn from it so i'll be as good as you one day.
@horizongaming7597
@horizongaming7597 Жыл бұрын
Thank you very much for these kind words, it helps me a lot to keep the motivation for the project ! Practice a little everyday, and you will see that the rest will come naturally ! I wish you success in your projects.
@allalongthewatchtwer
@allalongthewatchtwer Жыл бұрын
@horizongaming7597 thank you so much ☺️
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