Level Sequence / Animate custom character

Nope this wont solve the issue, but atleast i got something to work on now, thankyou so much :slight_smile:

Youā€™re welcome! Itā€™s about the blueprints, the person in the video has his way of doing things. So nothingā€™s wrong with your mesh or settings. You can achieve that yourself too. Let me check real quick.

You know since that post of yours was flagged, and I removed it from my history, I canā€™t find that video so I donā€™t know where he was going with that, but usually you use control rigs to create dedicated animations for specific bones. And I did mines by adding sockets, goals, etc. You do that from that hierarchy section, they act like how you want them to. Iā€™m sure using blueprints you can achieve that behavior as well but I couldnā€™t manage that instantly. Like I said, itā€™s about what that guy in the video was trying to achieve.

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Let me just add, you are my absolute hero of today :slight_smile:
Thank you so much for your time and effort, its actually working 100% now,
the last part was indeed unparenting the null space.

Thank you so much man :slight_smile:


For other users encountering this problem; a sum of problems and sollutions;

  • For making animations in UE5 you have to set up a Rig Controll, without these you canā€™t animate a mesh with a skeleton.
  • Issues with the rig control come from a possible miss scaled rootbone
  • Issues with the rig control come from ā€œget control local/global spaceā€
  • Lastly the controlspace (null) must not be parrented to the rootbone.

special thanks to @VisAgilis

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