Ask Epic Anything: Animation & Cinematics | June 21st, 2023 at 10AM EST

I would love to be able to move about my map especially in a cinematic viewport and have all my auto-playing sequences play. This would be especially useful for creating fly-throughs for map submissions, but also to just get a good sense of the map while in UEFN.

Is this currently possible? Thx!

What tips do you have for any person who doesnā€™t have any background in animating or doing cinematics? What would you recommend to start with

When will Animation Blueprints or a similar system come to UEFN? Iā€™m asking primarily because I want to be able to change the player character model or create my own skins.

Cinematic Sequences do not seem to work the same way as they do in the Unreal Engine. There is no way to keep the animated objects in their final position after the sequence is finished. Is there a fix for that?

I was wondering if you could run over some of the more useful control rig nodes and how you put them to use, as in beyond the SpringInterp node?

We have recently fixed a bug where morph targets were failing validation. This fix should be ready in 25.20. Additive animations are planned to be exposed in the future.

1 Like

Control Rig can be used to create animation on a digital skeleton inside UEFN. Once a Control Rig is created, it can be dragged into the level to launch Sequencer and start creating animation directly in UEFN. Animations can then be converted into Animation Sequences and used for gameplay animation.

1 Like

Root motion is currently disabled but we plan to expose the feature in the future once it is ready for UEFN

1 Like

We do plan on Verse being able to control animation logic in the future, but we donā€™t have anything to announce at this time

1 Like

Morph targets no longer fail validation as of 25.20, so your morph-based workflow should work after that update.

1 Like
While the Cinematic Sequence Device has a checkbox to restore store, this isn't an override as each track have their own keep/restore state property. This can be found by right mouse clicking on the track/section in the timeline and changing the "When Finished" property

We are aware of the demand for these features and are actively working on solutions.

1 Like

UI Animation in UEFN is not within this teamā€™s expertise, however this will be addressed in the future

One of the main usecases is being able to have another section that is additive for only a certain amount of time. So for example after using Bake to Control Rig, if you wanted to make an additive for a specific range in time to do some edits, you can make an additive section for the specific frame ranges and just have that additive section evaluate then. This doesnā€™t just apply to Control Rig tracks, but all blendable tracks (Transforms)

Could you clarify or give an example by what you mean for tracking a state of a transform? Are you trying to query the raw values before the second sequence gets played?

1 Like

Weā€™re aware of this issue and currently looking into it. Any updates made will be covered in our patch notes.

We are looking into IK retargeting and will update future patch notes if there are any updates!

When will morph target animations be available and why arenā€™t they currently available?

Morph targets currently fail validation because of a bug that is fixed for version 25.20, so should work after that update.

Could you clarify or give an example your usecase?