Thank you for your reply. It turned out that there was an error on my part, I was updating the sight transform when I equipped the weapon, so I just had to change the custom event to Multicast and now it works.
Hey, Iām glad to hear that itās working. If you need anything, please ask!
Project updated (see change log)
Project updated (see change log)
hi, this kit thingy is really good but i need some help changing the skeleton. ive fumbled to getting it almost done but when i aim the gun flies off behind the camera (it still rotates around when changing sight). yes, i did the VB stuff, and i have no idea why. also the⦠not aiming stuff works
EDIT: btw, im using the just arms stuff
@Nonecares. Hey, first thing I have to ask is if you have added the sight sockets to tour gun, with X axis pointing forward, etc, as stated in the instructions video. Second, if you have copied the code on the gun - CalcSightsTransforms, etc. to your gun? Also did you do the same regarding character code? Third, is your skeleton hand bone named hand_r? Is the gun attached to it or a socket on it? Is you camera socket X axis pointing forward and Z up? Is it attached to the head bone and is your head bone named head?
@PeaceSells_
1&2: I havenāt changed the gun, so i guess no? iāve just changed the arms skeleton in the download project (i want to get it working on my skeleton before integrating it). Sorry if ive misunderstood
3: The hand isnāt called that but Iāve changed everything that calls for different names im aware of (which if i remember correctly is the anim BP and CalcSightsTransforms)
4: The gun is attached to the hand using a socket and its the same name as the original in the mannequin.
5: I looked in both the mannequin skeletons and only the full body has a camera socket, im trying to change the arms only skeleton. i might be missing something or im just dumb sorry.
6: My head boneās called āHeadā (idk if the capital makes a difference so im just saying)
Thank you for the help
Youāre right, Iāve been on the full-body version for so long that I automatically ask about the head and the head socket. Theyāre not necessary in the arms-only version. Youāre also right about the hand bone, itās only called in the gun blueprint and in the anim blueprint.
Iām setting a test project with a custom arms on my end and Iāll reply to you again with more details about it.
Thank you
Sorry for being late, thank you for helping me (x2)
No problem at all.
Iāve tested the project with 2 different custom skeletons, the ShooterGame skeleton and the FPS Assault Pack skeleton:
- ShooterGame skeleton: the alignemnt didnāt work, and after looking around for the problem I ended up discovering that this skeleton has 3 āelbowsā in his arm, instead of 1. In other words, instead of the default hierarchy:
arm->forearm->hand
It has this hierarchy:
arm->armroll->forearm->forearmroll->hand
So the TwoBoneIK node in the project only goes from hand to forearm, thus the hand canāt reach the camera properly. Maybe it will align if the TwoBoneIK is replaced by another node that allows the use of more bones, but it would probably still look bad from external view on the arms having all of these joints bending. But, then again, arms-only arenāt supposed to be viewed from external view anywayā¦
- FPS Assault Pack skeleton: it worked perfectly, as it has only 1 āelbowā:
arm->forearm->hand
(the twist bones are parallel and not in the sequence, just like in Epicās default skeleton)
This skeleton has extra bones for gun attachment, but, as you know, gun still must be attached to the hand or a socket on the hand.
The tests were made by opening the original project, migrating the custom skeletons in and replacing, in the anim blueprint, the original skeleton with the migrated one. Then, still in the anim blueprint, I replaced the BlendSpace with an Idle anim of the new skeleton. Then, in the character blueprint, I replaced the skeletal mesh of the MeshArms component with the migrated skeletal mesh.
Please let me know how the bone sequence in your custom arms is, because that might be the problem.
Thanks
Immediate thought: I removed hands to make animation simpler, so it might count as āarm->forearmā
Iām using the forearmās āendā bone for the IK, but that might not be āenoughā.
(also, idk about when you tested it, but the IK works perfectly fine in the ABP for both arms, although that might have nothing to do with this and im just dumb)
Anyway, iāll try looking for another node, but donāt know much about IK in unreal so dont really know what else to do atm.
Thanks
(x3)
Hello @PeaceSells_
Saw the response in the Marketplace:
Firstly, I appreciate the prompt response. Iām electing to wait for Full-body Alignment to be added to FPS Assemblable Gun as I need multiplayer weapon customization as well. That is a Very Slick Rail system. Ill subscribe to that thread for updates. Thanks again.
Thanks, thatās what I would advise if you want full-body + replication + auto alignment.
Regards
if our game already has aim mechanics replicated, would adding this be as simple as plug n play? After migrating the asset
No, in any case itās not as simple as plug n play. You will have to integrate anyway.
Seems like I skipped your post, my bad.
If I understood it correctly, your āendā bone is where the hand bone would normally be, so your skeleton is:
arm->forearm->end
which is the same as
arm->forearm->hand
(Epicās skeleton, just with different names)
So if youāre attaching the gun to the āendā bone (or to a socket on the āendā bone) and replacing the references to āhand_rā with references to āendā in the code, then alignment should be working normally. This way, the āendā bone would already be the IK effector, and that is enough, yes. (Unless I didnāt understand your setup)
In my test the IK worked from hand to forearm, while the upperarm would keep in place. It looked fine, but the gun wouldnāt get to itās place in front of the camera, because with only hand and forearm moving, it doesnāt have enough reach. Thatās why Iām saying it wasnāt a problem with the IK, it was working like itās supposed to, it was a skeleton problemā¦
Hi yeah its a skeleton problem. I originally thought it couldnāt be right because of the way its not working. it (presumably) can reach, its just flying off behind the camera. I went in āgameā to take another look, and i noticed it looked like its moving around the sight VB. I tried thinking of what was wrong with it, and somehow remembered your mixup with arms only and full body. So I thought the ABP instructions might be for full body. So i looked in both mannequin skeletons, and the sight VB is attached to the head on full body, and the root bone on arms only. So i redid the VB to the root bone and sure enough, it works now (although some sights are tilted a little which is weird but ok).
So yeah, you need to change the instructions on the arms ABP to say to attach the sight VB to the root.
I wish i noticed earlier, thanks for tryna help, i wouldnt have noticed if it werent for this so yeah, thanks
And now, we have a final thank you count⦠of 7. I had a joke to go here biut i forgot it oops
Thank you for this, it makes perfect sense. In my head I had thought about making VB sight a child of the root in the arms-only skeleton (to avoid problems like this), but I didnāt remember actually doing it. I will update the instructions in v2.0.3, since v2.0.2 is aleady out.
Iāll try to find out what could be causing your sights to be a little tilted.
Thank you!
Project updated (see change log)
Project updated (see change log)