Hey all been a while…I and two other atm are working on the Stark Wars mod. Essentially a Ark: Survival Evolved Star Wars mod. Along with P0ker and Lanthanum it is coming along splendidly.
I made a quick video to show the EE3 (Boba Fett’s Blaster) and where is stands. Currently animations are in there along with a custom skeleton which is all shown in the video. While I wish I was just posting to show off the EE3 that is not the only reason…
The issue I now face is that the animations will not run, and I feel like I am just missing one simple step in a long process to getting them to work. Any insight would be appreciated otherwise I will continue to work on this until I have succeeded in creating the final version. I will post some images of the weapon in pictures below as well as the questions and a checklist of what is all completed with the weapon.
15 Custom FPV Animations
6 Animation FPV Montages
Animations FPV Blueprint
Asset Override Editor set for idle, sprint, ironidle, idle_noammoclip, sprint_noammoclip, ironidle_noammoclip
Parent class is the FPVWeapon AnimBP Base target skeleton is the EE3 Skeleton
Weapon Blueprint using the custom skeleton, animation blueprint and animation montages
EngramEntry BP
Primal Game Data BP
PrimalItem BP
WeaponEE3 BP
I too have been playing with animations for ark in the UE4, but in my case its for OTHER items, and not weapons or FPV or anything of that nature. That said, something came to mind as I wached your video. FYI I am a bit noob, so take with a grain of salt. I noticed that while you have the melee animation for the weapon, when the weapon is attached to the hands, I think it uses the ARM skeletons as well. This could be why the WEAPON animation doesn’t play when you go to melee or reload. If the ARM skeletons don’t have a corresponding motion for a melee with that weapon or reloading with that weapon, and since the weapon is attached to that socket, the weapon animation alone might not play. You may need to animate the ARM skeletons in FPV to move in sync with your WEAPON skeleton so BOTH sets of skeletons have a movement montage for that melee and reload animation so that it will actually play. Again, since the weapon is attached to the socket of the ARMS skeleton, and the arms skeleton did not appear to have an animation to fit that of your weapon, that might be why the weapon animation didn’t play, as its attached to the arm skeleton.
Based on your description, it sounds like it -should- work. Can you upload these UE4 uasset files (with directory structure) to DropBox and send me PM with the location and we can analyze them immediately to determine what the issue is, and we’ll let you know:
15 Custom FPV Animations
6 Animation FPV Montages
Animations FPV Blueprint
Asset Override Editor set for idle, sprint, ironidle, idle_noammoclip, sprint_noammoclip, ironidle_noammoclip
Parent class is the FPVWeapon AnimBP Base target skeleton is the EE3 Skeleton
Weapon Blueprint using the custom skeleton, animation blueprint and animation montages
EngramEntry BP
Primal Game Data BP
PrimalItem BP
WeaponEE3 BP
Btw did you setup the ‘DefaultGroup’/‘TheAnimSlot’ AnimGroup/AnimSlot combo on your weapon (all FPV weapons need to have it), and set your FPV Weapon Anim Montages to play on the ‘TheAnimSlot’ Slot?
That won’t explain why your Anim Sequences aren’t playing, but it’s important anyway in order for the Anim Montages to play
First off…Thank you very much for responding right away and your a genius
Doing this did set the animations to play so that did it. I will still pm you the files if you would like to take a look and check the process for any areas that perhaps could be approved upon. I knew it was one simple thing and after digging I found that and created the “TheAnimSlot” but never plugged it in to the montages.
If it is all thumbs up I will continue to refine this a bit then move on. After I create the tutorial process for it of course just to help share the knowledge.
The way it is set up and imported is with their skeletal system just with my new gun and its bones attached to it (joint to joint). So when I export the root along with my skinned gun (mesh) it brings in those bone animations as well. Third person is set up somewhat like a socket in the rig where the whole object is attached to one bone usually on the right hand. I appreciate the info you made me double check my process and that is when I found the default group/anim slot that mentioned but never set them in the animation montages.