what do you think Guys …
Looks AMAZING!
I can’t wait for this new update :3
Does anyone have an Idea about How a Parkour System in UE4 works . Close to the parkour system in AC or even WD2
I need help here . i wanna set up a system that checks if the player has drawn weapon (Using Bool hasDrawnWeapon) and then if its true switch the Pistol Animations . that i got from Kubolds Pistol AnimSet . How do i make the Animations Switch
That would be done in the animgraph. You could create a new state machine using Kubolds pack. You can find many existing tutorials demonstrating how to set up an animgraph or layer upper body animations.
I used a Blend Pose by Bool but it didn’t work so i decided to temporarely set up the animations in the locomotion animation graph . Just because i only wanted to set them up so i can do the Weapon System . its actually working Well . i just had to disable Root motion and lock root Bone
Thanks for the great system. I’m really impressed over all. I saw you are talking about an update, which is good. The lack of good upper body blending is a draw back at this point. If you have to turn or move at all and play any kind of upper body animation I think its a problem. One basically needs to change the anim graph. Correct me if I’m wrong, but the turn in place is done through a montage I dont even know if you can add another montage for just for upper body. It would be very cool if that got updated asap so I don’t have to do kind of a hack job myself. I would hope to see an upper-body slot for easy blending. As for multi-player that can wait
Hey, Multiplayer is first on my list, but I am also working on upper body blending. Hopefully they can come in the same update.
I found the problem it is inside the “Get True Physics Linear Velocity” Function, using the standard movement component velocity instead of your velocity implementation works also fine on low FPS.
Ahhh I see. For the next update I will use the Standard Movement Component Velocity. I was using the “Get True Physics Linear Velocity” because whenever I had ‘maintain horizontal ground velocity’ unchecked, it wouldn’t return the right velocity, or at least the right velocity rotation.
If you want to do something like AC, you’ll need to place dummy objects on every part of your environment that should be grabbable (i.e. handholds, ledges,…), work with a lot of traces to figure out if your character is near one of those, move your character into position via blueprint if there is and play the specific climbing animations (with IK layered on-top to make sure the hands and feet are actually in the correct spots). That’s an extremely simplified explanation, of course, but it should give you a rough idea of what you need to do. I also suggest having a look at Crocopede’s ledge climbing tutorial. He uses dynamic ledge recognition rather than dummy objects but I’m pretty sure that they’re using pre-defined hand-holds in AC. Should still be helpful, though. https://www.youtube.com/watch?v=4yjcwZLQqlE
i am more intrested in the the Dynamic Ledge Recognition . i have already created a Parkour system in unity a long time ago . with Dummy objects . now with unreal i want to improve and learn new things . Sorry thooo i tought AC and WD2 used Dynamic Ledge Recognition . anyways thanks for the tutorial
Can you show a video of how it works?
I Actually followed a tutorial by Kyle D. it was actually working great . its a two part tutorial : TPS Build Part 13 - IK Foot Trace (Part 1) - YouTube
Excellent lesson. Thank you, DproBoy.
No Problem . Do you know a good animation Pack for Unreal Engine that Has some Parkour Animations
Re Import It ??
Do you know a good animation Pack for Unreal Engine that Has some Parkour Animations
Hmmm I dont. Perhaps there are some for the Unity Asset Store that you could retarget?