Its just procedural aiming, but, the Manny Setup (skeleton, mesh, rig, ik, retargeter) are from the Matrix Demo. Possibly something in its Mannequin Setup. What Manny Setup are you using in the example above? Is it the Mannequins Pack in Epic Content - UE Marketplace?
Issue still occurring with using Vanilla SPA 5.1 and UE5 Mannequin Pack
I set up the UE5 Manny Skeleton VB and Sockets to match SPA UE4 Skeleton FullBody 1 & 2. I setup IKRigs & IKRetargeter for UE4-to-UE5 in the same way I have for other animations that work with no issues.
Please advise the method and steps you are using so I can duplicate your success.
I’m using the manny from the Third Person template, which you can add from inside the project by going to the Content Browser, clickin on ‘Add’ and then "Add Feature or Content Pack…’
In my video I’m using UE 5.3 and the FullBody_Project2 option. Since you’re in UE 5.1, I’ve re-done the test in 5.1 and using both FullBody_Project1 and FullBody_Project2. In none of these I was able to reproduce your issue.
Here is the step-by-step procedure I used:
1- Create a fresh Shooter Procedural Aiming project
2- Add the Third Person Template from Epic
3- Duplicate the IK_UE4_Mannequin from the template and change the ‘Preview Skeletal Mesh’ inside to the mannequin from FullBody_Project2
4- Duplicate the RTG_UE4Manny_UE5Manny and change the ‘Source IKRig Asset’ inside to your new duplicated IK_UE4_Mannequin
5- Still in your new RTG_UE4Manny_UE5Manny, go to the ‘Chain Mapping’ pannel, correct the chains for bones that don’t exist in the UE4 mannequin. These should be set as None just like in the original RTG_UE4Manny_UE5Manny. Then go to the Asset Browser panel, and you should see only the anims from the FullBody_Project there. Select all and press ‘Export Selected Animations’
6- Add (to the manny skeleton) the 2 (or 3) virtual bones and copy/paste the socket for the camera and for the gun
7- Duplicate my Blendspace, right click on it and replace skeleton with the manny skeleton
8- Open the new Blendspace and replace all anims with the new retargeted anims of the manny
9- Open my anim BP, go to Class Settings and change Target Skeleton to the manny skeleton, change the Blendspace to the new Blendspace and on the Fire and Reload events change the anim montage inside the Play Slot Animation as Dynamic Montage to the retargeted anims of the manny
(close and re-open the anim BP so the viewport updates the anims correctly)
10- Open my character BP and change the skeletal mesh to the SKM_Manny, for example
11- Play
PROCEDURAL ADS WORKING FOR UE5 MANNY - YAY!
I suspect an issue with the Method of retargeting I used. Once I had the setup working in vanilla project, I migrated only the animations and it worked flawlessly. Appearently Im using the manny/quin character from the UE5 Thirdperson template.
Is it me or the sights aren’t aligned?
Its not you, the camera is off, needs to be adjusted.
Wow, I’ve never seen such a powerful flying movement, what a cool flying!
Is the ADS working well?
Truly appreciate the kind words. ADS is working well, requires tweaking for customized implementation.
Hello guys! The ADS is working great BUT if the player is moving or falling while equipping a gun, the ADS isnt aligned right? but if the player stays still while the “CalcHandTransforms” function is called, the sight is realigned. so does anyone know a fix so “CalcHandTransforms” can be called when moving?
Hi! It sounds like you changed the attachment bone for the weapon or something similar, because in a fresh project you can equip the gun while moving or falling and the ADS is always aligned.
When the gun is attached to the bone, it stays fixed in relation to that bone even though the bone might be moving, and the aiming calculations are based on this relative position which don’t change unless you add code to change it.
Check your attachment code and compare it with the original code from a fresh project and try to see what’s different… Also check if you don’t have code that moves the gun in relation to the bone or socket after it’s attached…
I had my camera on a “Spring Arm” that was attached to the head bone, that was causing the issue for me, tho im not really sure why that was a problem since it was still attached to the head bone anyway? Do you know why that caused a issue?
Yeah, the camera attached directly to the bone’s socket (without spring arm) means the position of the camera is the same as the socket and doesn’t change through time. This asset takes advantage of that and doesn’t re-calculate the position of the camera every frame, it’s just a performance consideration, but re-calculating it every frame is perfectly ok and won’t cause noticeable difference in performance, unless I guess if you have a very high amount of characters doing that in the game.
But, if you want to use a spring arm you can, you’ll just need to change the code to re-calculate the position of the camera every frame, instead just calculating it at the beginning and never re-calculating it again.
Yup i was afraid of, re-calculating it again and again, ill just attach it to the head and call it a day. Thank you so much for the help bud!
Nice, but don’t be afraid to re-calculate every frame too
Hello, I’m having a problem where calling ‘Calc Sight Transforms’ from the character is messing my base gun position when the character is not aiming. I have been fighting with the code for a while and I think I now have a good reason to believe that part is the problem. Here’s a video showing the situation. I’m bad at explaining in words so it might be better to see it yourself: https://youtu.be/GNYP1GOfEHs . I added a bit more detail in the video description.
What am I doing wrong? If you need any more details, please let me know.
Hi! Sorry for not responding earlier… After watching the video it looks to me as if there’s something different in your anim graph compared to the original anim graph. In the original anim graph, there’s no code that changes the hand position when not aiming… only when aiming.
Could you do a test with only your meshes (weapons and character) added to a fresh clean Shooter Procedural Aiming project and see if this happens? So far I’m not able to reproduce…
If it doesn’t happen in the clean project, look for differences in the anim graph (inside the anim bp) between the fresh project and your project, specially nodes that are affecting the ‘Not Aiming’ branch.
Although it might seem that the CalcSightTransforms is the source of the problem, all it does is generate the values that are going to be used in the anim graph, specifically in the ‘Aiming’ branch.
You’re right, I do have a modified anim bp from yours. I had to add some extra logic and IK rigging. After testing as you suggested a clean project seems to have no problems as you mentioned. I’ll take a look at what’s affecting this and try to fix it. Thanks
If you’re following the Customizing hand and gun position video, there’s a small correction that needs to be made at about 0:54 in the video: with the node selected, in the Details panel, you need to set these options as shown in this pic, and not how I show in the video: https://photos.app.goo.gl/dDqN5mFFA9r8HBnN8
If not, you can run into the kind of problem you described…
Thanks again!