How to Sync FP Hands & Weapons Animation

Hello, sorry if there is already a topic like this in the forum, but at least I didn’t find it (maybe I’m bad at searching).

Regarding my question, I was recently researching better methods to make my animations for my weapons, and I found that instead of making a hand animation and docking the weapon there, I should export both animations, that solved a lot of perspective problems and if i was doing the animation well for the Unreal camera. The problem is, I don’t know what the correct way to implement it is. Right now I’m using an AnimBP for the hands and another AnimBP for the weapon, it gives a good result, but sometimes I find that the animations get out of sync.

AnimBP_FPHands

ABP_Akimbo_Kastics (A linkGraph that is responsible for handling the animations of my dual weapons)

AnimBP_AkimboKastics (The dual weapon AnimBP, has the same behavior as the ABP_Akimbo_Kastics, but this is just the weapon)

This blueprint ensures that when changing weapons, it is projected to AnimBP_Hands and adjusts the enumeration to the correct weapon type

In the second line, I check if my weapon has a valid AnimBP and load it and adjust it to the weapon.

I use CollectGarbage to remove the “AnimBP_Akimbo_Kastics” that are created every time I change weapons.

here I recorded a quick video of the problem.

The first rifle uses the animations that it did before attaching the weapon to a socket. The dual pistols use a new method.

As you can see when you first select the weapon, everything goes well, completely synchronized. But after switching to another weapon and back, they get out of sync. There may be something I’m not realizing, well.

If you know anything, don’t hesitate to comment, see you soon and have a good day.

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