Female animation issue

So I’m having a little issue with female animations I am hoping someone may have an answer for. Lanthanum, FancyFlannel and I are working on the STARK WARS: Survival Evolved mod and I’ve run into a little problem with the female model and the lightsaber. In order to get the swing, power on and power off sounds to work, the animation sequences and montage’s had to be edited so I have made a new animbp and montages for the lightsabers. The problem is, there are no settings in the weapsaber_bp for setting female animations & from what I can see, all the male to female changes are made within the female pawn. Since there is nothing that tells it to override “lightsaber_montage_x” with anything it obviously doesn’t work. It seems like the player pawn should be easy enough to edit but I can foresee a couple issues which brings me to my questions.

First, if I modify the player pawn doesn’t that now make the mod dirty?

Second, there are only so many settings. IE: If I edit the equip & unequip which contains the saber on and off sounds in the female player pawn, won’t that cause ALL female equip and unequip anim’s also have the saber sounds? Like say the hatchet? The male has an animbp for each weapon type and you can specify the montage in the specific weapbp itself so that works fine but the female only has one equip & unequip montage.
I suppose I could probably make a copy of the female equip, add the male saber equip as a “from” and set the new female as the “to” in the pawn but again, if I edit the player pawn doesn’t that make it dirty?

Sure would be nice and make this SOOOOOOOO much easier if there were separate female animation settings in the weapbp. Drake. :wink:

Please help,
Thanks.
P0k3 out!

Hey i agree female settings on the weapon bp would be nice! In the meantime you can try this in the weapon bp graph(just the fire anim in this example):

That should switch anim settings if the pawn is female without breaking stackability. I don’t have any custom anims to test it with but switching around fire and reload anims seemed to work for me.

Hey thanks for responding however it unfortunately doesn’t seem to work with the custom montage’s. I still just get the t-pose when using a female character.

Okay i think that might be the missing anim bp override for the female pawn mesh. This value here:

It is usually done in the female player pawn as you mentioned.
I think we also need to switch that out manually(also added a delay as i noticed on the server-side “get pawn owner” returns none without it):

It’s getting closer. the “Set Anim Instance” seems to be somewhat working. When I switch to the saber she t-poses for an instant then stands normally holding the saber and I am able to move around normally. However, the “Make WeaponAnim” does not seem to work as I am still unable to swing. Although it does drain stamina as if I am swinging but it did that before as well. I have tried setting the equip and unequip but they are not working either. You are definitely headed in the right direction though, thank you.
And just to be clear, the Set anim instance class is where I would set my new female tpv animbp then set pawn 1p and 3p to the montages from the new anim correct? Also, I would be able to have all 3 of the “Make weaponanim”'s I need in the 1 bp right? IE: equip, fire, unequip? I’m still a graph noob so please bear with me.

Yes thats all correct, you would just set your anims one after another. Not sure why it does not work for you yet, there must be something else im missing. I’ll try and recreate your scenario with some copied anims and see if i can reproduce the issue.
The t-pose could be due to the delay, im not sure if it is really needed for the cooked mod.

I still can’t get this working. I’ve tried different nodes, adding switches etc and it just won’t work. Your graph sooo looks like it should work so I’m not sure whats wrong.

Hey, i actually tried reproducing your situation as best as i could by copying some animation montages and sequences and renaming them, so their overrides aren’t defined in the pawn anymore, but it still works here.
If you want to you can pm me a link to the files and i will try to figure out what the issue is.

What all would you need? Also, been playing around with it, redid all my animations and got a little further. Still can’t swing or get a power up sound when I equip it but it does do the power off sound when unequipped. I have tried it with the "sets’ in different order, 1 at a time, etc and can only get the unequip (put away) to work. Let me re-phrase that, it does equip. She goes t-pose for a split second then holds the saber normal however there is no power on sound. Still can’t swing either. Here is what I have, maybe something is not right that you will see.

Some things:

  • You can reduce the delay to about 0.05 seconds. This will reduce the time the t-pose shows up to a minimum, a little flicker is still noticable.
  • I can imagine the equip anim does not work because at the time event begin play is fired the equip anim is already playing/has already played. You can maybe play the equip anim manually from blueprint, this could also fix the sound issue if it is played from anim notifiy(if not you could still play that sound from blueprint aswell)
  • Im not sure if the missing first person anims cause any issues

If you want me to look at it i would at best need all the corresponding lightsaber files.

NVM, I figured it out.

Hah! had to do it! :cool:
The issue was that the sword and hatchet do not have fire animations lol! They have “Melee Anim lists”! FYI, the missing FPV’s do not affect it in any way. It looks like if it isn’t there, it defaults to what is set in the BP.
Still can’t get the equip sound to work but I can live with that now that the attack is working. Also, for some reason it seems the female FPV swing was reverting to the “throw item” anim I’m guessing so I just set it to the FPV for the lightsaber and now she works first person too! Thank you very much Mezzow! Here is what the working version looks like: