I’m not going to code this for you but… here is what you need to do in pseudo-code.
‘How do I pick up objects in the world and attach them to my own body?’
- You’ll want to create sockets and then use iterators or line tracing for the body part you want to pick up to attach it to your own socket.
This can be achieved using ‘MeshName’ / Actor → AttachSocketName(“SocketName”);
- From here you can trigger a boolean that when you enter into something (and hit a button) then it’ll play an animation and detatch with physics / or custom animations at the FVector Location such as a sliding animation.
" I want to be able to have finishing moves in first person that have a short animation"
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When an enemy is low on HP or you have a weapon that can perform these on every hit then move the camera. DDemon was right that this one will be a little tricky. So in Maya just setup two skeletons that play off of eachother.
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In the game just call both montages in c++. This one will require abit of research to pull off. If you want to play animations through code don’t expect Bone Blending. I tried it and didn’t make much progress I had to switch to anim blueprints for that but for some montages I still play them manually in code depending on what I need and which makes sense.
You’ll simply want to call a function on both the character and the NPC to play the proper montage. So for example…
PlayKIllAnim(); // Player
NPC->PlayKillAnim(); // Cast to the NPC. Line Tracing is going to be your friend here.
In short… try taking a look at some of my questions I have asked on here. I spent a good time worrying about animations with C++ and other various need to know basics. Eventually you’ll figure it out… and as a good professor once instructed me.
“Don’t try to tackle a big problem at once. Break it down into smaller pieces and do it little by little.” - This bit of wisdom should help you in your endeavors. Good luck!