I tried to migrate motion matching character to my testing project and after migration I enabled all necessary plugins in my project so the default character would work. I even checked and compared two plugin differences to make sure everything is there.
At the start of the project these warnnings (a lot of them) are in the output log (some gameplay tags are missing or something ):
Content\Blueprints\AnimNotifies\BP_AnimNotify_FoleyEvent.uasset: Invalid GameplayTag Foley.Event.Jump found in object K2Node_CallFunction /Game/Blueprints/AnimNotifies/BP_AnimNotify_FoleyEvent.BP_AnimNotify_FoleyEvent:GetAudioBank.K2Node_CallFunction_10.
When I start the level with the character - the character moves, but these 6 warnings constantly repeat in output log and I can not zoom with camera (mousewheel):
LogBlueprintUserMessages: Warning: Failed to find console variable ‘DDCvar.MMDatabaseLOD’.
LogBlueprintUserMessages: Warning: Failed to find console variable ‘DDCvar.OffsetRootBone.TranslationRadius’.
LogBlueprintUserMessages: Warning: Failed to find console variable ‘DDCVar.ThreadSafeAnimationUpdate.Enable’.
LogBlueprintUserMessages: Warning: Failed to find console variable ‘DDCVar.ExperimentalStateMachine.Debug’.
LogBlueprintUserMessages: Warning: Failed to find console variable ‘DDCVar.ExperimentalStateMachine.Enable’.
LogBlueprintUserMessages: Warning: Failed to find console variable ‘DDCVar.NewGameplayCameraSystem.Enable’.
Is there something in project settings I need to enable for this to work ?
Created first person template, enabled all plugins (+mover plugin, +live link control rig (which are new from previous version)), migrated.
Result - same thing as before. Same warnings, and no camera control.
Why would they release this?
Where is the documentation - nothing on migrating to another project.
By verifying the engine, I meant verifying it from the Epic Launcher. If that results in the same way as well, try it with version 5.4.4. I can confirm that migration would be completed with no issues upon following the steps included in tutorial correctly. If you still can’t reach the showcased result however, that would mean that there are additional things to consider in your case.
(I’m not on PC right now so I won’t be able to investigate further)
Regarding this question of yours:
Some of the plugins required for motion matching are experimental, and are discouraged from enabling in projects that are meant for release.
I’m not saying that releasing a project with experimental plugins is a necessarily bad thing. But that might be the reason for the lack of documentation on the matter.
Thank you for trying, but I need it to work in 5.5 not 5.4.
Don’t need to verify. Everything works normal in the game animation sample project - no warnings , no errors.
Now everything works, only thing that is wrong is warnings at the start of the project ( gameplay tags) :
Content\Blueprints\AnimNotifies\BP_AnimNotify_FoleyEvent.uasset: Invalid GameplayTag Foley.Event.Jump found in object K2Node_CallFunction /Game/Blueprints/AnimNotifies/BP_AnimNotify_FoleyEvent.BP_AnimNotify_FoleyEvent:GetAudioBank.K2Node_CallFunction_10.
Found the solution for the last warnings :
Need to copy DefaultGameolayTags from config folder in gameanimationsample project to your projects config folder.
To summarize :
Enable this plugins in your project : Motion trajectory, Pose search, Motion warping, Animation warping, Chooser, Animation Locomotion Library, Deformer Graph, Mover, Live link control rig
Copy (from game animation sample project settings ) engine-data driven CVars to your project settings.
Copy DefaultGameolayTags file from config folder in gameanimationsample project to your projects config folder.
Migrate the CBP_Sanboxcharacter and Gm_sandbox from blueprints folder to your project.
There is something in gameanimationsample default levels level blueprint - add it to your game level