AnimBP and More

Step 1: Import model
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https://lh6.googleusercontent.com/s7_Q0lBuxkCg899RcL7iY3Hl3YRB2hPKXsOxhqW7okO0XWObHWOMu3AdSpjooxLuX916BqFIlNssEFSO1lJz_geQ4zmueNgkA8iQTdhTDnQXAL_N76QGLdH7lUFNPczG2lRM6l-r
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Step 2: Import animations and select the skeleton of the model you just imported
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https://lh6.googleusercontent.com/iPz-ZX2_n4ziXRd9UkDgQuYoMZAzX_vKu-POSvkR-rgWdywIZfnSQ7CCv4kyKven7A8DGZhS0uQsZNvGAJsaNtDNeet-DCOiV8QyR4w9sKdvp9V-fj2eemTj0U-MZXnx4wdPHXtx
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Step 3: Create an animation blueprint using DinoBlueprintBase_RootBoneName as parent class and your skeleton as target skeleton
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https://lh5.googleusercontent.com/Q6bMP3WANnKOIdaGnSrTT-Khc_M47ERJsV07i03gfhVOjk9XtXdRuscIAwUIAtpEPkdh6qJZoCRQ3fYYvMwHTlEzZGZuXGAspC7dg7nXyYohojgQSzg2Bsf_9uzfYpwK-GgrLGRX
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Step 4: Open the animation blueprint and delete the nodes that are in the event graph
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https://lh5.googleusercontent.com/vpqjoipWxs8C-2xzBMwqhYSQEcRFbvs00ke0FSF0sZbcXJxAxTECS9qYLPLswYVPPBHCzXkkP8veUVcJ3x1gTXxBpyy3EsKYiB0ggSFOKilSArM8uhMNu-ds9JuFw2JHM8omp8ra
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Step 5:Add the Asset Override Editor by clicking window and selecting it
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https://lh4.googleusercontent.com/D0HEgMAbF-AG-RdjA6mGQwfHfdDbtLpOHQNBo2zTBMJa_zf1hO7IAfGd6wpF7NhNRSUVvvTkYcOeAcz1dWDcc1HqJYFJku_tyNW-Zqf5br9-wJOnXiSgg1hBYOSBivxq-uORMg2d
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Step 6: Replace the trike animations with your version of the ones being used there (Example: Trike_Idle=Your creatures Idle animation. Trike_Charge=Your creatures run animation)

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https://lh5.googleusercontent.com/Tw__IftWniwsUHhMo0DV8E83t5_7MCSXS7K6MFW9GfonXqV7dJ4Fhx2wXZYd09C_xvmw65KZWTqOF5YoWcs8VHsXq0OOqQShaqrw4pT3zRoxwC-Ryw2GunPxgkBHh7MX0B7H6fFK
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Step 7: Go to the Anim Blueprint Editor, Edit defaults and search “Use” then enable the things you’re using (Example:Use aim offset=If your creature has an aim offset you will want to enable this. Use running= If your creature has a run animation which it usually does you will want to enable this
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https://lh5.googleusercontent.com/QMInKvTIV_pK6drMjJHwu7osNEaMPRK2AdvdqCE9d04SNpJMLBd3vrlslJ1i0QXBnEeUKn8lAjscGrxpGhDtKtx-s_pjbWs2z2pMptAIjCcyCHtiRqHs9TwbXwxErjXaagqE9bML
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Compile and you’re done with the animation blueprint and now you’re ready for the character blueprint
Step 1: Copy a Character BP of your choosing (You can make your own Character BP but theres no real point in doing so)
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https://lh5.googleusercontent.com/HfH4A50TO0lv8XobTX50gutK67KpD8e30OXMCEIXl21AAL4GY07kES4jguLzYggxF0ENV7C82pV8EvrkpCoQdnQ6bhY-J3aLFW1LwXHorIcFYBF2rruxGyCyaZb5yfavSjZbm8wS
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Step 2: Replace the mesh and animation blueprint with the ones you just created
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https://lh3.googleusercontent.com/s0sM6iWCqlg0Ul7V5K0TOwM8Eej_lvccND9Z3NGXSYcVZfRqKFEHCToINn6qoufgEeGBOJo55fFoD-OqKAPF7H9h0OdOLnnxThv4NunJASgplblLz9mSonvNxHtvcEOK0tq-wPMT
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Step 3: (Optional) Remove all the sounds of the creature so people don’t think it’s that creature
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https://lh4.googleusercontent.com/xFJUTALDberhm8bT0rakitCa7ZU1rqrzyRfkPqHCkKBjXyswo4ubt–LSDTu1e7Drx4hHEk9MP1UGa8MHfbCpDCSknASvbod9qsxWTqeU25QW82_NTe-5T1cERGRUEZJIgZc0rxi
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Step 4: To create an attack you will need to right click on your attack animation and create montage
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https://lh5.googleusercontent.com/StJVjNdd-LI0XUkM9zXqy0DlHZ_bQMuFxPjf37z9TYAEeoTtr0ux9lxqIIq6_ttMd_djwzFiEM7Ti8Wv_sEqcE90VW_DIpGPA0JavWiQYWL2YmuD5HMt3Y3lR5ItCBR34XdS5GfY
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Open the animation montage and press that magnifying glass icon and in the new window that opens press “Add Slot” name that slot “FullBodySlot”
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https://lh4.googleusercontent.com/zy-KVyjeUNXAPCt2CiKQI1tLbWJyjFqLvIIUGxSQMaA4Ns4xi3ih0ZeiqfmUE3GfPBEL1hHIjq8EZymIKgk18wY7AcL1SWy_tz5jSe13masZtXIm4RFZyh6TPMsRrLxxHgz2im5H
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Once you’ve done that change your creature to that new slot you added

Scroll down to notifies, right click and add “Anim Notify State Custom”

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https://lh5.googleusercontent.com/I8nDjMdanoDE1oPgI47aB2OXDgkV96T99W4I_iffUonOPehT6t2n4ja0yne6zJE8Av_kTXPBr7mFLL_19NwvYTFzcYKl9uKfsD_cp1kYx_2tsFDFDjwmcypF8Z2uhFIRl7Y3tUBZ
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Name it “MeleeSwing”
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https://lh5.googleusercontent.com/RyW8aaT_zIwjM1ti0QT068wwOxvbKWiPOlIM1-1cXMvhWsPCOdnKaprdh1w5GFrL393NgaWyvkLpUr68meoPWKhwAHUKyv5EVzeKeGHZAe3BX6BP6LB6Jw2zswljM7bNNfEiHyc-
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Now place it around the frames where your creature attacks
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https://lh5.googleusercontent.com/vbDspoSJlK7WGtQeG7sq2onViE-uWpdyNTsOg6tsCKnrYOtVNMuOvaTnEo5jB3Y8tzvrdD5WXJrX9Wlfg1rzWTlbnKABvJU29jOhFZPnTHZ9uaoN3CrP1L_-0gQcwZN_TYxKCpXn
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Step 5: Open your skeleton and add a new socket to the bone where the attack comes from (For the creature I’m using it’s the Jaw bone)
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https://lh3.googleusercontent.com/cXStr-VoVutTriH-QqgzHRZNpdjzx2BT30Xwk4YSOMDawkRsgVaQcGZ03GlUNO2Yzam476ian9QEZdMPzfV-Daijk0w4AXmJQb0S_tCuSVWMYvJAJNQ3w_ZYodXMOaV0AOhhmskm
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**Name the socket MeleeSocket1 and move it to the place where the creature would be damaging things from **(AKA the teeth)
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https://lh5.googleusercontent.com/7OIrSaAFlOeMV1ZWUEUYiaTii390JWBxGXGUbYzT4e5emdRB19Uw7i26M_0aMcx505sUvPiiVBOGwNA55K1scTB-tV796JVuK9pyvxAZ85nF3bcofvHFMAAgD6Q5goIfn-kQamwx
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Go back to the character blueprint search “Attack animation” and replace those with your creatures animation
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https://lh5.googleusercontent.com/jwtfsgUGyosS28H-VUO_x985sni3vUSxco_hWbbABtb1RiH2qxdTVZJGhVgNk-ixux6UzpyGfDAVJldr1gW9qtYauPXjex-vq839U72j-dzAe36Bj-XH4kzDYQJXN0k6hVaG80w9
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**Step 5: add a rider socket (i forgot to say this earlier but whatever)
To add a rider socket you will want to find the bone where the player would be sitting (Example the spine) and add a new socket called “RiderSocket”, and after that rotate it and move it to your liking **
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https://lh4.googleusercontent.com/aDtCcQrs6WxEVpsnQ9ivJi6MpkWqwT75nV_6TeQXVHfUAm6dwt9PCNIrEjM7D-bTxoGfU3HIh6dgNwUR_R35MoVu-0kyuwCSxWGG6nUF-2tSF-6oul0pu2allD1oHjSeSt5XJWUd
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