After a few days of pulling my hair out and battling with various AI’s to figure this out, i’m a bit at my wits end and am looking to my colleagues for help.
In UE5.3, I have a MetaHuman with a default walking animation, along with a cart. An Event Trigger spawns them together, and they move across the screen, showing the metahuman walking, before the leave our field of view and are destroyed. I want it to look like the MetaHuman is slightly bent over and pushing the cart along instead of upright walking behind it and the cart just magically moving ha.
At first, I used a new animation to get the skeleton to bend over and stick their arms out relative to the position of the cart, then blended them together in my ABP. Which got me half way there. However no matter what I do now, I can’t seem to get the MetaHuman’s arms to “lock on” to the handle of the cart, without being influenced but the Idle and Walking animations.
I created scene components (CartHandleL), attached them to the cart, dragged it into my blueprint, got its word location and set it as a vector and made it viewable. Then within my ABP, I use TWO BONE IK Node to grab that vector. I ensure the Alpha is set to 1, the Effector Location to World Space, but nothing is getting the hand to go where I want, it always bounces up and down.
It’s worth noting while testing I have been switching the IKBone from hand_l to ik_hand_L and while that affects where they live (above his head??), neither get the hand to snap to the Scene Component CartHandleL I created.
I will attach screen grabs of the BP’s, and try to work on something else in the meantime before I start pulling my hair out ha. I also did a print string to show the Scene Component CartHandleL is being tracked and moving as intended, as it’s Z axis stays steady…so theoretically the EventTrigger Animation is broadcasting the position of the moving cart handle correctly.
Any help is greatly appreciated!!




