Unreal Engine Animation Tips and Guides
My Discord: burak.3d
Karate and Taekwondo Attacks. Includes root motion version and inplace version. Animation files are in .fbx format. You can import the animations into any Unreal Engine version using the default settings. First, create a folder. Then, drag all FBX files into that folder. Uncheck Import Mesh, and select the SK_Mannequin skeleton. That’s it. Does not include blueprints. I've put a link above that includes Unreal Engine animation tips and guides, which might be useful for you. Those videos will be helpful for better integrating the animations into your game. You can create your own combo attack variations with these animations. If you notice any issues, please contact me on Discord. If you have any suggestions or requests, you can message me anytime. If you purchase the professional license, I would be grateful. Choosing the professional license will directly support my work and efforts.
I also have a suggestion. You should add a feint feature. Player should be able to stop his attack halfway (by returning to idle) and then strike from another direction or continue the same attack but with more power. So what I'm saying is, the player should be able to feint. That way, dodging and blocking will become more important, and the gameplay will feel more dynamic.
You can also attempt a feint by quickly switching between attack animations that use the same foot during the attack, as shown in the video below.
This feature can punish players who dodge too early or too late, forcing them to face the consequences. On the other hand, the attacker will lose extra stamina while changing the direction of the attack. However, I'm not sure if this can be done in Unreal Engine.
Rigged to Epic or MetaHumans Skeleton: Yes (SK_Mannequin)
If rigged to the Epic or MetaHumans skeleton, IK bones are included: Yes
Includes Blueprints: No
Animation Types: Root Motion + Inplace
Total Animations: 81
Idle Animations: 6
Attack Animations: 63
Back Attack Animations: 4
Ground Attack Animations: 6
Others: 2
F.A.Q
Question: Can I retarget these animations to MetaHuman characters?
Answer: Yes, you can retarget these animations to MetaHuman characters. You can find the necessary tutorial videos in the guide link I have provided.
Question: Which skeleton is used for these animations?
Answer: All animations are created on the UE5 SK_Mannequin skeleton (UE4 Skeleton compatible).
Question: Can I retarget these animations to my own skeleton?
Answer: Yes. You can retarget them inside Unreal Engine using standard retargeting tools.
Question: Can I modify the animations?
Answer: Yes, you can modify them freely to match your needs.