Push Blueprint Actor and Assets

Hey GPM,

Sorry for the delayed response- I missed your reply here somehow! Anyways, this is all great news. I’m always striving to minimize those annoyances, as they start to stack up quick, haha! So everything is working well enough now, we just have to get better animations to match the pushing/pulling placement. Fun stuff.

Thanks again!

Hey Kuro, it sounds like you are having issues with the character blueprint if you do not see the Interaction “E” UI showing up at all. I’ll contact you through the email you sent previously. Unfortunately the email was lost in my spam folder and I missed it so I am sorry for the delay!

NP!, Hope just u can help me ^^,

im waiting for the Email! :smiley:

KS

Hey there,

I’m trying to implement a “Is Pushing” state into animation blueprint. The blueprint and its state machine work fine in the debug view and in the preview viewport:

The states get set correctly when the character starts running or walking and the preview viewport displays the right animations when the pushing variables are set.

However, the character always plays the idle animation in-game, but never the pushing animation - even when the state machine of the character’s anim blueprint is in the correct state at all times.

I am using a custom character with their own animations.

At last I found the solution to the errors of reproducing animations and the stagnation in the pose PUSH IDLE.

If you bring a custom character to your project surely AnimBlueprint have already declared Speed, adding new values of the pushable actor, declare twice “Speed” is as simple as removing it.

My English is bad enough, so here I leave a screenshot where you see and understand everything better :slight_smile:

Hello GPM

It seems your animations have some retargeting issues - an old mesh dipping bug that was concerned old epic mannequin
As we investigated, issue can be reproduced with using only unreal mannequin (at first it was found with mixamo one)

  1. create a new blank project
  2. import the pushable asset
  3. add the feature pack Top Down
  4. on both the skeletons (from pushable asset and from Top Down) set the “Humanoid” rig
  5. retarget the pushable asset animation to the Top Down skeleton (as the skeleton names are equal, look at the asset path)
  6. create a new “Blend Space 1D” asset, using the Top Down skeleton (as the skeleton names are equal, look at the asset path)
  7. at the left of the blend space, put the “ThirdPersonIdle” animation
  8. at the right of the blend space, put the retargeted “PullBackward_100” animation
  9. testing the blend space will show the issue.

result will be looking like this

Hey Voradori,

This is a known issue which was supposed to be fixed but it appears that it was not added to the previous patch as intended. I’ve updated the project and submitted to Epic, and apologize for the issue! I’ve sent you a PM to make sure you receive the fix, otherwise it should be up soon.

Previously, the Mannequin had this problem built into the default animation set and I opted at the time just to rotate the root bone to match which removed the dip. Then, for those who ran into the dipping issue provided a “root-fixed” animations set. Now that Epic has fixed the issue on their default set, it was suppose to be changed back, but it looks like it was not applied.

Hopefully that helps, Cheers!

Hi ,
i implemented the PushableActor Blueprints inside my 2D-Sidescroller project as shown in the Video. But maybe i´ve missed a thing.
When interacting with a pushable Box and moving it i only stay in the Push-IDLE Position and my character shows no walking push-.Animation when pushing or pulling the box. I looked around and try to debug and i think the “speed” value doesn´t update when the character is in the “pushMode”.

Does anybody knows how to solve this issue ?

Thanks

Ohhhhh i found it.
Just forget to assign the Animation Blueprint from the PushCharacter to my Character and everything works !

Hello again :slight_smile:

i started to implement the PushableActor Project inside another SideScroller-prototype. Btw, thank u for this Project-it´s 100% what i needed! Nevertheless i have a similar problem as Kuro mentioned above.

In my project i use a PlayerController which manages all the Input and stuff, so i wanted to hold things clean and copied most of the things to the controller. The variables which are needed directly from the character i tried to use with Getters. But it seems that no PushableActor is added to the “PushActorList” so the “E” doesn´t show and nothing happened at all when entering the PushingActor Trigger-Area.

Have someone any idea what i´ve missed ?

I’m having an issue where if I approach the object at a slight angle the character won’t adjust to the object’s rotation. I am using a custom character with “Use Controller Rotation” activated. How can I get him to face the object I am pushing no matter what angle he comes in on?