Many, many people have constantly emailed or asked for better animation support using the Epic mannequin rig. The reason why some of the animations and things had broken wrists in the past was I took some ‘more user friendly shortcuts’ regarding animations, but this resulted in first person meshes needing offsets to line up perfectly on the screen and would case them to not be lined up if perfectly lined up in 3DS Max, Maya, or Blender. Due to the large desire to ‘conform more to the Epic mannequin rig’, I zero’d out everything and edited the given animations to work more cleanly. What many don’t realize though is Epic’s mannequin rig by default has it’s hand and ik bones facing the wrong way and their +X ended up being -X. Because many people working with animations like to snap weapons to these bones so that they can animate without the worry of various offset and socket issues, I have chosen to respect this. Now, for weapons included in Generic Shooter, if you do not wish to rotate the socket, you must supply a ‘reference pose’ animation that puts the weapon in the correct orientation. If you check out the various weapon animation blueprints you will see that instead of using ‘Local Space Reference’ in the animation blueprint, a single frame animation pose is being used. While this provides much better custom support for weapons in 3DS Max, Maya, or Blender, it does change the custom weapon implementation details a bit.
I’m working to create a new tutorial on how to add custom weapons that will include how to make a reference pose. Alternatively, if you replace all of Generic Shooter’s weapons, you could just rotate the socket 180 degrees. When this tutorial is done, I’ll post it here.
There are a few ways to do this. One currently popular way is this plugin, made by Epic staff member Darnell. GitHub - ue4plugins/LoadingScreen: A plugin for Unreal Engine 4 to expose simple controls for managing load screens.
I don’t mind at all, please do! I’d love it if more people made tutorials!