Hello everyone,
(first of all im a hobbyist and noob)
I am creating a True FPS using the third person starter content (so third person character but with a modification to the camera so that it looks FPS) following tutorials. Overall I would like to get a basic locomotion similar to Kingdom Come Deliverance.
I am trying to animate the character but for some reason it won’t move. The jump and walk/run toggle locomotions work right but the one of idle to walk/run doesn’t.
I have tried using a 1D animation BP and it worked fine (it was a simple idle->walk->run). Now I’m trying a 2D animation BP (to create 8 direction movement) and it won’t move. I attach the blueprints.
I don’t know if it matters but here are some facts:
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The animations are from Mixamo although I have added root bone and root movement to all the animations following some tutorials and then I retargeted them to the SK_mannequin. In the tutorials I followed everything worked fine for them…
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I have set the animations Root Motion Root Lock to Anim First Frame (IDK ref pose made them all look at the same direction…)
PD: I have to modify the animation setup in the animation BP to make the movement more realistic, any recomendations on how to set the different animations in the X and Y axis? I want the character only rotating according to the yaw of the mouse but if I press S it should walk backwards (i guess it would be 180º and -180º in the Y axis?). As I said, somewhat like Kingdom Come Deliverance.
Thanks!
Main Character Blueprint (you will see two sets of nodes for Movement Input, I was testing and both don’t work. Also Jump and Walk/Toggle functions work right).
BlendSpace (2D):
AnimationBlueprint EventGraph (it’s messy I was testing several options):
Animation Blueprint AnimGraph:
Inside State Machine Locomotion:
Inside Locomotion inside Idle
Inside Locomotion inside Walk/Run
The transitions are basically
Idle->WalkRun: ForwardInput > 0
WalkRun->Idle: ForwardInput <= 0




