Just a general forum post for people to post their findings and ask questions all about Motion Matching in Unreal 5.4 and further.
I’ll go first:
How can I utilize the Mirror Data Table to if the character slows down on the opposite side of the feet it will choose the flipped version of the Idle pose. If they slow down on the Left Foot it will choose the idle that has the Left foot forward. But if they slow down with the Right Foot it will be with the Right Food Forward.
Left Foot Pose:
Right Foot Pose:
Here I just turned on the Mirror Data Table in the AnimBP. But I would like the Motion Matching to Choose it dynamically.
In the Pose Search Database, if you click on one of your animations, in the Selection Details there’s literally a drop down menu called Mirror Options and you can click “Original and Mirrored”
I’m finding that if at times i get what would look like “foot locking” when the character is running. Meaning the run animation at times just freeze in a post mid-run.
Everything else works fine so far just this one issue that i can’t seem to find resolution for. I am using just the Lyra Animations by default for the pose library/schema source.
Hey, Thank you for the information. I am trying it my self, but when I’m changing the mirror option to something other then original, I am just stuck at T Pose, and can’t see any of my animation playing on the preview window.
Have any idea whats causes that?
I’m hitting the same thing. It improved somewhat by increasing ‘Post Reselect History’ to 1.25 in the Animation Blueprint’s ‘Motion Matching’ node, but didn’t fix it. Please post if you find a solution.
The savings in memory are amazing, and being able to change the style at runtime will be amazing.
I hope some Unreal Devs see this, or at least are looking into it.
I mirrored the Idle pose, so Motion Matching chooses the the closest match depending on when I stop moving in the cycle. Simplest answer is I just mirrored everything.
When i mirror the animations they stop working. I am currently using a custom model which is based on the Ue4 skeleton and i retargeted the anims. idk if thats the case.
So far, I have walk, run, stop, idle, and crouch working. It’s a skeleton so it is weird but that’s the game I am hoping to use it for. I am working on a hover system, but that is stumping me at the moment because I can’t seem to find the right options in the chooser table. He (the skeleton), either “walks” in the air or only hovers without doing the proper up, down, left, or right leans that I have put in. Feels like I am close but…