As far as I’m aware, all the third person tutorials can be applied to a first person game as well. The only difference might be where you place the camera. Maybe also attach the camera “boom” (forget what it’s actually called" to the head rather than the torso so that your mesh won’t accidentally cover the camera. Might get a little dizzying though because that would make the camera move with all head movements… hmm… Ok, maybe find a way to hide the head so it doesnt mush through the camera.
I’ve got a blendspace working with my Idle, walk and run animations.
Then I tried to add a Pistol Reload and Melee attack animation:
The problem is I want to change the animations depending on the weapon type equipped… So a Shootgun don’t reload and melee attacks with the same animation as the pistol etc… But I Don’t know how I can make this?
Also I need to find out how I make my Aim animation work… I want something like a Blendspace if possible to blend between the idle animation and a Aim pose when pressing the right mouse button… The script in the video above, is just making my gun jiggle when i press right mouse button…
ok, umm, it is not easy answer in a forum post, IMO, you need first learn about state machines and animgraph and the answer at your problem come alone.
I know how to do the basic setup of the state machine(what shown in the youtube tutorials), but the problem is now my pawn set using the pistol animations as default, but when I pickup/Switch to a shootgun I want to change all animation to my shootgun animations(reload,walk run etc.)…
But I have no idea how I’m going to switch the animations, depending on the equipped weapon… Need some advice on how to make this…
I’ve now moved the aim function into state machine and experimented a little with adding the shooting animations… Now it only works in Aim mode and it keeps looping…
Here is a demonstration of my pawn. Still working on smoothing the idle to aim, when I move the skeleton mesh to center of the screen… https://www.youtube.com/watch?v=e-x-u3d-dBA
-Put in the player a “Weapon type” variable. When the player change weapons change this variable when the choose structure.
-Get a duplicated “Weapon type” in animblueprint.
-Both variables are type “struct”
-When the player change of weapon you need set(change) the variable “Weapon type” in your animblueprint casting the player choice (similar to my second picture. I Get the “player weapon” type and Set to the “Weapon type local” )
soo when “Weapon type” is shootgun it use the structure of Shootgun.
I was confused about how to communicate with the struct, until I found “set members” then I started to understand how it works…
I’ve not added weapons yet, so I’m switching using events, and it still need some work: https://youtube.com/watch?v=np29NKSo8kc
Any ideas to how I can improve it is highly appreciated…