I am adjusting some animations to have the characters hand better fit the rifle I am using for my game. In the base animation blueprint, Select the rifle idle animation, then I go to the animation tab, go to the skeleton tree, and change the rotation values on the upper arm, lower arm, hand, and fingers to better fit the rifle being used. I will save it, and the change will carry through the other animations. But when i go into the game and test it, it isn’t showing the changes of the hand placement in the animations. Am I doing something wrong? All I want to do is adjust where the hands are contacting the rifle.
So the solution to my issue was to add FABRIK nodes to my animation blueprints
Each of my weapons are child actors of a weapon class. Spawned and attached at runtime.
For right hand I adjust the location of the skeletal mesh in the bp class.
For left hand I have a socket on the weapon mesh for where I want the left hand to attach. In the anim bp event graph I use “Transform to Bone Space” and a left hand offset variable from the weapon class to create the effector transform. I then use FABRIK to position the hand.
This allows me to adjust in real time for each type of weapon.