I am having trouble implementing some Aim Down Sights animations I made with Blender in my UE4 project.
Working with the default EPIC Mannequin rig, taken from the FPS template. The weapon is being attached to the default GripPoint socket - only with its rotation adjustments reset.
The skeletal mesh compoment of the First Person Player has also had its yaw reset to 0 - as it is 19.91 by default.
Despite the weapon itself being perfectly centered (in Blender), the ironsights end up being misaligned in UE4.
I was wondering wheter someone who got animation based ironsights to work could share some tips&tricks and some example .blends? Thanks in advance for any and all help!
Ive been working with Nitronik with this, and I figured out what the issue was. It turns out that our animations were aligned correctly this entire time, but we have been using the default FPS templates crosshair to gauge whether or not it aligns correctly, but Epic never took into account the dimensions of the crosshairs texture, and so it the upper left corner of the crosshair is actually the center, not the middle of the crosshair.
It’s what I have been doing for the time being - but trial and error is not an ideal solution I’d love to find a surefire solution. For example, IronBelly studios has managed to pull this off just fine with anims alone AFAIK
Nah, that’s not my issue. I can see my arms and everything just fine, which means the orientation is correct. It’s just that I can’t accurately align my sights
Thank you, I will check this out ASAP!
EDIT : his animations are lined the same way mine are (beautiful rig btw!), now to figure out why are mine messing up in the first place