Advanced Locomotion System V3

Just spent the last 3 hours watching the unreal tutorials on how to add montages/animations. Please can anyone direct me in the direction of adding a punching animation from kubold fighting set. Anything would help? How do we add retargeted animations to an input.

Sorry for the late reply. Had no Internet. Here is both examples I have tried. Keep in mind this is just me trying to add a rifle idle position. I figured once I set this up, I can try and learn how to do a no equip locomotion and an equipped locomotion.

So its going into A pose because you aren’t feeding anything into the slot. Slots are just a way of injecting an animation into a place in the graph from code or blueprint, they themselves aren’t animations. You could feed an animation, like a Rifle Idle into the slot where it says source.

Okay that makes sense now. I have it working and i figured out that I forgot to connect the “used cached locomotion” reference. Only question now is how do I change the event graph? On other animation blueprints, they seem straight forward. On this though it seems like it a special system driving the character.

I am unable to get the Foot IK to work on any other mesh, regardless of skeleton. I am using the same skeleton on a different mesh, am using the same AnimBp, same PostProcess AnimBP, same Physics Asset - but I can’t get the feet to work on steps?

Am I missing something or is there no PDF document in the new version? Don’t have access to my dev machine right now, was hoping to just study outside of engine.

Unfortunately I didn’t have time to include a new PDF for V2. Thats something I’m working on and will release it when its done. I have a full time summer job so I don’t have tons of time.

Does anyone else have this issue - or is it just me ?

Did you add the virtual bones?

Did you set the mesh to use the proper post process animbp? You have to set it for each individual mesh.

I’m having a problem right now with the Virtual Bones now, I can’t save the transform of the VB after change to the maniqui setup. There is any special Key to sabe the transform??

You dont need to save the transforms. The positions of the VBs get modified in the Post Process AnimBP.

I used the existing postprocess animbp (not the blank one). The mesh shares the same skeleton as the mannequin so the virtual bones are there… can’t figure it out.

I know there is no documentation out, but maybe you can list the steps quickly in point form to use another mesh with the same skeleton. I must be missing something somewhere.

Don’t think i need to considering it uses the identical skeleton. (i exported my epic compatible mesh from another UE4 project, then reimported it and selected the skeleton in use in this pack - so I only have one skeleton in the project which shows the virtual bones.

Should I maybe rather have imported the mesh with the original mannequin skeleton and then retargeted it?

You still have to go into the skeletal mesh settings and assign the Post Process animbp to it. It doesnt matter that you are using the same skeleton.

yes, I had done so. here are my settings.

And the result:
result.jpg

Hmm…Then off the top of my head I’m not sure what the problem could be. Have you tried debugging it and see if its executing during gameplay? It might help you track down any problems. One thing to note, is that even though it shares the same skeletal asset, it doesnt mean it has all of the bones.

I helped a colleague of mine re-target skeletons because he couldn’t figure it out at the time and he gave up on it for a while. So i came over and got it all setup and all went well, animations and joint positions flawless . but then…
When the jump animations were triggered the player would turn and face one cardinal direction consistently in the middle of any jump, we didnt tamper with any bp code or animations, any idea what the issue is??
(Edit)
After a quick phone call we determined it was happening only in locomotion state 1.
Many thanks.

Has any one been able to get this working with the instant swim-able water? The only problem that i am having is my character does not rotate while in the water :frowning:

Go into the animBP, find the manage rotation sub graph, and hook up rotation for swimming. Its pretty easy.