Lyra Animation Layer Issue?

So I’m at a loss here. I’ve went through and created/recreated anims, gameplay abilities, data sets, and GCNs for my asset, but for some reason whenever I use the fire or reload ability parts of the weapon seem to be affected by something other than my animations. Preview screen doesn’t show the problems present at runtime. Here’s a screenshot of the issue I’m running in to, you can clearly see the bolt and magazine, pretty much all bones parented to the root are being raised in the Z axis.

Found the fix for anyone else who may have this issue. First you cannot use any of the Lyra weapon animations for alternate weapons. The offsets of the bones in the animation I believe are what was causing them to float above the rifle. Second, when you create your new animation sequence and montages they need to be assigned to gameplay abilities specific to your weapon, you cannot “reuse” weapon abilities with different assets, unless you want the animations to not line up. An example would be like using GA_Weapon_Rifle_Fire for other rifles. This ability is specific to the base rifle asset due to the animation montage variable located there. If I was to modify something it would likely be caching the montages to a variable in a new data asset then referencing that data asset in the gameplay ability instead of the montage directly. In any case to fix this, just re-create all of the files associated with the base rifle in the plugin folder and the content folder then update the settings with your new rifle files, making sure to update the data asset for giving the new gameplay abilities to the character.

This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.