- 215
- 718 831
Unreal DevOP
United States
เข้าร่วมเมื่อ 10 มี.ค. 2019
I created this channel mostly to help further document aspects of the Unreal Engine that weren't really talked about or mentioned at all.
Making mistakes is part of the process and I've made plenty of those. With as little documentation as there is it's easy to draw the wrong conclusions or fall into logical traps. This is why I started making videos.
I do accept Freelance work but it depends on a lot of factors, 1 being how realistic your expectations are because a lot of Indie Devs come at this with unrealistic goals that far surpass anything even $500,000,000 AAA Game Budgets have achieved.
By the way, no that image of that landscape is not real, it was a scene I setup with Nanite Foliage in 5.0 after it was released.
Making mistakes is part of the process and I've made plenty of those. With as little documentation as there is it's easy to draw the wrong conclusions or fall into logical traps. This is why I started making videos.
I do accept Freelance work but it depends on a lot of factors, 1 being how realistic your expectations are because a lot of Indie Devs come at this with unrealistic goals that far surpass anything even $500,000,000 AAA Game Budgets have achieved.
By the way, no that image of that landscape is not real, it was a scene I setup with Nanite Foliage in 5.0 after it was released.
Unreal Engine 5: Motion Matching Ai MoveTo (The Proper Way To Do It)
Easy Method for Getting Proper (Not Hacky and Manual) Movement of the Ai with Motion Matching Systems.
WARNING! If you Duplicate the Character Blueprint your Character WILL not Motion Match because the Motion Matching Animation Blueprint is Casting to a DIFFERENT Blueprint.
BuyMeACoffee: buymeacoffee.com/j0hnc0nn0r
Join our Discord To Stay Up To Date on the Project and Future Videos: discord.gg/38ceaJ67Eu
WARNING! If you Duplicate the Character Blueprint your Character WILL not Motion Match because the Motion Matching Animation Blueprint is Casting to a DIFFERENT Blueprint.
BuyMeACoffee: buymeacoffee.com/j0hnc0nn0r
Join our Discord To Stay Up To Date on the Project and Future Videos: discord.gg/38ceaJ67Eu
มุมมอง: 930
วีดีโอ
Unreal Engine 5: Dynamic Overlay and Copy Motion Layering
มุมมอง 1.2Kวันที่ผ่านมา
Just a short Demo of the current Open Source Project BuyMeACoffee: buymeacoffee.com/j0hnc0nn0r Release Video: th-cam.com/video/upWIKxX9KsE/w-d-xo.html GitHub Repository: github.com/JC0NN0R/GASP-DynamicAdditiveOverlay Join our Discord To Stay Up To Date on the Project and Future Videos: discord.gg/38ceaJ67Eu
Unreal Engine 5: GASP DAO - Fast Path (V1.29 Overview)
มุมมอง 54514 วันที่ผ่านมา
After it was brought to my attention I realized that I had forgotten to fast path a lot of stuff throughout both animation setups. So that's what this is about. At the end of the video I will discuss how Offset Root Bone works Pre vs Post Offset Root Bone. BuyMeACoffee: buymeacoffee.com/j0hnc0nn0r Release Video: th-cam.com/video/upWIKxX9KsE/w-d-xo.html GitHub Repository: github.com/JC0NN0R/GASP...
Unreal Engine 5 GASP DAO - Fluid AimOffset (V1.28 Overview)
มุมมอง 80214 วันที่ผ่านมา
In this video, I go over how I overcame the Aim Offset Latency/Jittering Problem and other updates introduced. BuyMeACoffee: buymeacoffee.com/j0hnc0nn0r Release Video: th-cam.com/video/upWIKxX9KsE/w-d-xo.html GitHub Repository: github.com/JC0NN0R/GASP-DynamicAdditiveOverlay Join our Discord To Stay Up To Date on the Project and Future Videos: discord.gg/38ceaJ67Eu 00:00 Intro 01:10 Copy Motion ...
Unreal Engine 5: GASP DAO - Copy Motion (V1.27 Overview)
มุมมอง 74714 วันที่ผ่านมา
Overview of the new additional Animation System driven by Copy Motion and simple layering. BuyMeACoffee: buymeacoffee.com/j0hnc0nn0r Release Video: th-cam.com/video/upWIKxX9KsE/w-d-xo.html GitHub Repository: github.com/JC0NN0R/GASP-DynamicAdditiveOverlay Join our Discord To Stay Up To Date on the Project and Future Videos: discord.gg/38ceaJ67Eu
Quixel is Shutting Down (Get MegaScans From FAB)
มุมมอง 41721 วันที่ผ่านมา
Clearing the disinformation in regards to MegaScan Assets support.fab.com/s/article/Fab-Transition-FAQs BuyMeACoffee: buymeacoffee.com/j0hnc0nn0r Join our Discord To Stay Up To Date on the Project and Future Videos: discord.gg/38ceaJ67Eu
Unreal Engine Copy Motion Intro Part 2 (With Project Files)
มุมมอง 45621 วันที่ผ่านมา
A correction on my last video where I had noticed a problem with the setup. Part 1: th-cam.com/video/Rrbf-DW4y0I/w-d-xo.html DISCLAIMER: This is just my take on it and I am not claiming that this is the proper way to set it up or use it. I very well could be making some mistakes here. BuyMeACoffee: buymeacoffee.com/j0hnc0nn0r Join our Discord To Stay Up To Date on the Project and Future Videos:...
Unreal Engine 5: Copy Motion Intro Part 1 (With Project Files)
มุมมอง 90921 วันที่ผ่านมา
An intro to Copy Motion and how it works in theory as well as a demonstration. Part 2: th-cam.com/video/0r30muaB7Dw/w-d-xo.html DISCLAIMER: This is just my take on it and I am not claiming that this is the proper way to set it up or use it. I very well could be making some mistakes here. BuyMeACoffee: buymeacoffee.com/j0hnc0nn0r Join our Discord To Stay Up To Date on the Project and Future Vide...
Unreal Engine 5: GASP DAO Synty (Char Setup) Part 3
มุมมอง 331หลายเดือนก่อน
This Assumes You Have Watched and Re-Rigged the Synty Character Following This Video th-cam.com/video/jqI3vW5vDok/w-d-xo.html This video explains how to setup the character once it has a proper rig. I tried doing this with their rig but had dozens of problems with it that you normally wouldn't have with a properly rigged character. BuyMeACoffee: buymeacoffee.com/j0hnc0nn0r Release Video: th-cam...
Synty - ReRigging Char (Correcting Finger Weights) Part 2
มุมมอง 122หลายเดือนก่อน
In this video I will give you a crash course on Weight Painting in Blender, we will be fixing the weights on the ReRigged Synty Character. Part 3: th-cam.com/video/IL3P-WAlROk/w-d-xo.html BuyMeACoffee: buymeacoffee.com/j0hnc0nn0r Release Video: th-cam.com/video/upWIKxX9KsE/w-d-xo.html Join our Discord To Stay Up To Date on the Project and Future Videos: discord.gg/38ceaJ67Eu
Synty - ReRigging Char (with AccuRig) Part 1
มุมมอง 150หลายเดือนก่อน
Because of the Poor Design of the Synty Character Skeleton I highly recommend Re-Rigging it for use in Unreal Engine. If you choose not too you will run into a lot of problems. Part 2: th-cam.com/video/hCTfIWACKc8/w-d-xo.html AccuRig Download: actorcore.reallusion.com/auto-rig/accurig BuyMeACoffee: buymeacoffee.com/j0hnc0nn0r Release Video: th-cam.com/video/upWIKxX9KsE/w-d-xo.html Join our Disc...
Unreal Engine 5: GASP DAO (GitHub Setup)
มุมมอง 1.2Kหลายเดือนก่อน
New Setup Process for the project is described here. Initial Setup 1. Clone the Repo 2. Create a GASP Project 3. Copy the Gasp Files over to the Repo Folder Project Setup 1. Set my Character BP as the Default Pawn Class 2. Create Virtual Bones on the Character BuyMeACoffee: buymeacoffee.com/j0hnc0nn0r Release Video: th-cam.com/video/upWIKxX9KsE/w-d-xo.html GitHub Repository: github.com/JC0NN0R/...
Unreal Engine 5: GASP DAO (V1.25 Overview)
มุมมอง 971หลายเดือนก่อน
Replication Fixes: Jump is now working Aimoffset is now replicated and without the jittering issue from before Projectile is now replicating properly on Dedicated Servers. Other Fixes: 1H Pistol Animation was aiming oddly, It seemed that the animations somehow got messed up. Additions: Left Hand Fighting Punch (Cooldown was done differently for these, we fire a Montage Event off of them and cap...
UE 5: GASP-DAO Breakdown - Part 1 (v1.24)
มุมมอง 1.4Kหลายเดือนก่อน
Yes, this is a really long video....the more complex this project becomes the more work it will be for me to redo these breakdown videos and the longer they will be. With that said, you can expect these to become less and less frequent as the project progresses....were it the case that sharing this project with people wasn't actually costing me money....say for example....I was actually making ...
How Anatomy Effects Animation Retargeting
มุมมอง 330หลายเดือนก่อน
A technical analysis of things that are commonly overlooked or ignored. BuyMeACoffee: buymeacoffee.com/j0hnc0nn0r Join our Discord To Stay Up To Date on the Project and Future Videos: discord.gg/38ceaJ67Eu
Unreal Engine 5: GASP DAO (Update v1.23)
มุมมอง 675หลายเดือนก่อน
Unreal Engine 5: GASP DAO (Update v1.23)
Unreal Engine 5: GASP DAO MetaHuman (Preview v1.23)
มุมมอง 359หลายเดือนก่อน
Unreal Engine 5: GASP DAO MetaHuman (Preview v1.23)
Unreal Engine 5: GASP Dynamic Additive Overlay (Overview v1.22)
มุมมอง 1K2 หลายเดือนก่อน
Unreal Engine 5: GASP Dynamic Additive Overlay (Overview v1.22)
Unreal Engine 5: GASP DAO (New GitHub Repo)
มุมมอง 7312 หลายเดือนก่อน
Unreal Engine 5: GASP DAO (New GitHub Repo)
Unreal Engine 5: GASP DAO - Setting Up A Custom MetaHuman
มุมมอง 8842 หลายเดือนก่อน
Unreal Engine 5: GASP DAO - Setting Up A Custom MetaHuman
Unreal Engine 5: GASP Dynamic Additive Overlay (Overview v1.21)
มุมมอง 1.1K2 หลายเดือนก่อน
Unreal Engine 5: GASP Dynamic Additive Overlay (Overview v1.21)
Unreal Engine 5: GASP DAO - Custom Idle & TurnInPlace (Breakdown)
มุมมอง 9652 หลายเดือนก่อน
Unreal Engine 5: GASP DAO - Custom Idle & TurnInPlace (Breakdown)
Unreal Engine 5 - GASP Dynamic Additive Overlay (Overview v1.20)
มุมมอง 2.2K2 หลายเดือนก่อน
Unreal Engine 5 - GASP Dynamic Additive Overlay (Overview v1.20)
Unreal Engine 5: GASP DAO - Custom Idle & TurnInPlace (Coming Soon)
มุมมอง 5532 หลายเดือนก่อน
Unreal Engine 5: GASP DAO - Custom Idle & TurnInPlace (Coming Soon)
Unreal Engine 5 - GASP Dynamic Additive Overlay (Overview v1.18)
มุมมอง 1.7K2 หลายเดือนก่อน
Unreal Engine 5 - GASP Dynamic Additive Overlay (Overview v1.18)
Unreal Engine 5: GASP DAO - Precise AimOffsets (Coming Soon)
มุมมอง 6572 หลายเดือนก่อน
Unreal Engine 5: GASP DAO - Precise AimOffsets (Coming Soon)
Unreal Engine 5 - GASP Dynamic Additive Overlay (Overview v1.17)
มุมมอง 2K2 หลายเดือนก่อน
Unreal Engine 5 - GASP Dynamic Additive Overlay (Overview v1.17)
Unreal Engine 5 - GASP Dynamic Additive Overlay (Overview v1.16)
มุมมอง 1.5K3 หลายเดือนก่อน
Unreal Engine 5 - GASP Dynamic Additive Overlay (Overview v1.16)
Unreal Engine 5 - GASP DAO (Update 1.15)
มุมมอง 8243 หลายเดือนก่อน
Unreal Engine 5 - GASP DAO (Update 1.15)
Unreal Engine 5 - GASP DAO (Update 1.14)
มุมมอง 6313 หลายเดือนก่อน
Unreal Engine 5 - GASP DAO (Update 1.14)
Cannot find the "Foot Placement" node anywhere in Skeletal Controls. So annoying... EDIT: Nevermind... for anybody with the same issue... just enable the 'Animation Warping' plugin!
Just a warning for those in 5.4 - I have used this in a project today and compiling the animation blueprint with the plugin enabled and the new nodes bricked the project, unable to launch unable to edit. Fortunately I'm running revision control but for those who aren't this could be a bit of an issue.
Thanks, I believe that they did something to Foot Placement that completely broke them. I haven't personally been able to get it to work so I am thinking one of the HotPatches they released may be responsible.
Thank you very much for this helpful video. Your explanation greatly simplifies the implementation of AI for character movement. I especially appreciate the clarity on using "Acceleration for paths" and setting up the AI controller. It would be great to see more videos like this, perhaps on integrating behavior trees using Motion Matching. Your straightforward approach is very instructive.
Yeah I may be doing more videos like this in the future but honestly I will probably be doing them around State Trees. State Trees are going to be the way to go, they are modern and Behavior Trees will never be as Flexible as State Trees have already become.
@@unrealdevop Thanks for the insight! As a beginner in Unreal Engine 5, I wasn't aware of State Trees. Now that you've mentioned them, I'm very interested in learning more. It would be fantastic to see videos about this modern approach. Looking forward to your future content! Best regards.
@@ganzukc2676 Yeah I have a series where I go over a really complex combination of State Trees and Smart Objects. I did have to use a few hacks to get things working though because in 5.4 there are still several issues that I believe should be mostly worked out now in 5.5
Nice!
Is it me, or did we never get Unreal Engine 5.4 - Motion Matching Dynamic Additive Layering (Part 5)?? I was following the series and DevOP said he was gonna show us how to implement the rifle, but now there is a bunch of code added that we weren't shown :(
Yeah this is an evolving project, I believe I pretty much got it in a state where I plan on keeping it. I'll eventually go back and redo these videos but it's going to take some time. I have a lot of paid work right now I'll need to get adjusted too before I start considering that.
Just what I was looking for.
when I do this my character drops his hands and wont come up when i press right clicker on mouse. the only error i got was for motion matching in try traversal action and said to fix it refresh nodes. It worked in 5.4 but with 5.5 it will not work any ideas.
If it's the error I think then you need to go to the Motion Matching node and Refresh it.
At 10:00, how do you change the default Weapon_R bone like you did? My Pistol stays in that sideways position on the CBP.
You don't, you have to modify the pose so that it's in the pose or animation the bone is oriented and positioned correctly. Even if you adjusted it's orientation it's positioning will likely differ between guns, you could take all of your guns and re-orient their origins so that you don't have to do that but it wouldn't be appropriate in my opinion. Even if you did do that with all your guns you would be making it more difficult then what it would probably need to be.
WARNING! If you Duplicate the Character Blueprint your Character WILL not Motion Match because the Motion Matching Animation Blueprint is Casting to a DIFFERENT Blueprint.
Nope. Character just slides around, doesn't perform animations.
Odd, seems that it works for everybody but you.
I'm assuming your using an altered version of the Game Animation Sample Project. I did this in an Unaltered version, I did try this again today in an Altered version and it did what you are describing. I'll try and recreate this again to make sure it's working and that I didn't leave something out and I'll try to figure out what may be causing it to not work.
I looked into it and accidentally fell into the same trap you apparently did. I assume you DUPLICATED the Character Blueprint....this is a Mistake, the Animation Blueprint is Casting to the other Blueprint and so it will always fail. That's why your character is sliding, it happened to me too and it took me like 30 minutes to realize why....this is why I hate it when people Cast to Blueprints.
@@unrealdevop Is there a way to fix it? Or a work around?
@@Uchidan There are a few ways, you could setup a Blueprint interface to pass all the data needed from the reference to the Animation Blueprint, removing the need for a Direct Cast and therefore removing it's dependency on a specific Blueprint....or you can duplicate the Animation Blueprint and replace it's Direct Cast to the CBP_SandBoxCharacter with the one you duplicated....if you do that though then you will also need to duplicate the Choosers that are evaluated because they directly reference the ABP_SandBoxCharacter animation instance and so you'll need duplicates of them that point to the correct Anim Instance so that later when you try to compile it or run it outside the editor your AnimBP's don't stop working for some odd reason.....because the thing they are referencing isn't the thing that is being passed to them for Chooser Evaluation.
this is cool man, but you could also make it so that you can switch from first person/third person, and also have a choice of different weapons
Yeah a lot of people seem to want first person. I've mostly been focusing on working out all the problems with the system before expanding it.
Just as a side note: Most people making these projects are focused on quantity over quality. They are more about the Wow factor and drawing people in, but when you open up their logic you realize it wasn't really thought out and they were just slapping stuff together as fast as they could without putting any real thought into it. Also I've been really busy and going through a bit of burn-out so I'm still struggling to find both the time and desire to work on this project further.
Just realized you weren't referring to my DAO Project
Motion Matching uses root motion which disables the multithreading animation updating. As evident as the profiling result, all updates were cramped into a a single thread. That is not ideal. Please compare it to the ABP with multithreading.
The ALS AnimBP did have Multithreading enabled. Not sure about your claim though, Motion Matching Extracts Root Motion from the Animation, it's not the same as playing a Root Motion animation where it drives your capsule. These two things are very much not the same.
As far as what you seen on the Game-Thread, anything executed from the Event Graph in your Animation Blueprint does in-deed get executed on the Game-Thread, it won't be moved over into the Worker-Thread unless you move it over to the Thread-Safe Update. What you seen was the Raw Logic that Drives decisions in the AnimGraph being executed on the Game-Thread, and only that logic was being executed there. You totally misinterpreted what I showed in the video, I guess I assumed too much and should have explained this in the video. Moving ALS logic over to a Thread-Safe Update and not doing the same for the Motion Matching Logic would have been like me giving somebody a 5 second head start in a race. I would be intentionally loading the results in their favor. In Neither case were either of the AnimGraphs for Either of the AnimBP's showed in this Example running on the Game-Thread because Anim Graphs can't be executed outside of the Worker-Thread. Regardless if you have Multi-Threading enabled or not. If you don't believe me then you should really go look through the Documentation. It explicitly says this.
@@unrealdevopMy apology. I didnt watch your prior videos so I'm not sure about your ALS setup. Are you sure multithreading is enabled? The animations contain Root motions and if your ABP didnt set to ignore root motion, the multithreading won't be in effect. When I profile massive number of characters, the timeline doesn't look yours. The mesh and animation updates are segmented and run in batches of parallel tasks
@@koctf3846 Yeah so I believe a lot of people misinterpret that Multi-Threading option in the Class Settings. That tooltip can be misleading because it mentions Native Update and executing it on a Worker-Thread. What I believe they are actually referring to is the actual update of the stuff you see on the AnimGraph, that's the update they must be referring too. Anything on the Event Graph will still be executed on the Game-Thread. As far as your question goes, by default when you bring a project into Unreal Engine 5 it will automatically be set to use Multi-Threading. So in the case of my example, yes it was Multi-Threading on both. For it to not do that in Unreal 5 you would have to explicitly go into the settings and turn it off. I'm not sure what you seen but I'm under the assumption you misinterpreted that data. It's not difficult to misinterpret things in Unreal Engine.
@@koctf3846 As a final note I will say that neither of those animation blueprints were taking advantage of the Blueprint Thread-Safe Update, that would move those calculations over to a Worker-Thread which would reduce the impact it has on Game-Performance. With the Game Animation Sample Project I've done this in my own variant (Note NOT the one I used in this Profiling Video) of it but there were somethings such as the Console Commands they were executing and the Manual Calculation of their Trajectory which I was unable to move over to the Worker-Thread. I haven't looked into doing that for ALS but I assume much of that could be moved over. Just remember that ALS pre-dates the Thread-Safe Update introduced in 5.0
Just downloaded and following along, I don't see the character blueprints in my content drawer referenced at 7:00 in the video
How to adjust camera, like AAA games
Hi DevOP, great video and tutorial on the foot placement. I am currently developing a VR full-body tracking system in UE5.3. I am using control rig to receive the trackers' transform to do the tracking. What I want to do next is make sure the character's feet are on the ground (currently they are floating a little bit). Then, I found your this video and I tested it this morning. But It failed. I plugin the foot placement and Leg IK nodes after my control rig (for body tracking) node. But the feet are fixed at the player start location. Before I also tried to plugin in the CoontrolRig Foot Node from Mannequine to test. So it is still the same issue. Do you have any idea how can I fix it based on your method? Any suggestions would be great!
Yeah so I believe right now in 5.4 the Foot Placement node may actually be broken, I haven't been able to get it to work either. I think they may have tried to make changes to it in order to adapt it to the new method they release with the Game Animation Sample Project (Offset Root Bone) and in doing so actually broke it. If your using 5.3 and it's doing that though then it could likely be do to something else. Have you tried it in the 5.5 Preview? I haven't tried it in 5.5 Preview to see if it's fixed. I have a Discord in the description you can join if you want to talk about this further.
@@unrealdevop Thanks! I would like to join, but recently I don't have time to test it in 5.5 preview
@@gavinxu1622 I'll test it later today and get back to you.
Thanks
be my father i like u
lol
incredible... it would be better and more incredible if you could bring it replicated to us
Yeah I've already got my side of the code mostly replicated, I'm waiting on the guys at Unreal Engine to release their Replicated version of the Motion Matching Sample Project because for me to do it properly like them would require me to release a modified version of the entire Unreal Engine Source Code. The replication I have provided only currently works with hacky workaround plugins that create massive server crippling traffic by replication arrays of 40-80 large structs being sent for every character in the game across the network. You can imagine how heavy sending an array with 40-80 large structs packed full of data across a network would be....it's a rather dumb way of handling the issue. Unreal's version won't comprise of such a simple-minded approach to replicating the Motion Matching Movement......I've been having people ask me to replicate it since I first revealed the project though....just give it another 1-2 months and you guys won't have to worry about that anymore.
Hello, in my side I have issue with Motion Warping, the rotation seems not warping fine did you had this kind of issue ? I have enabled Root motion, added Motion Warping with Warp Rotation, Added the Warp Definitions in the Contextual Anim Asset, the diamond point seems correct in the scene preview Really weird
Might check to make sure the character you are performing this on has a Motion Warping Component and that you have set the Motion Warping on the Animation Montage. If it's a Sequence playing on the Anim Graph or it's being selected for Motion Matching like a regular Locomotion Animation then it won't work. The Motion Warping Targets normally have to be set manually unless your doing it from a State Tree and your using that node....however some things have changed in later versions and some things have been broken in later versions. Make sure that the names match between the Anim Montage and wherever the Motion Warping is being handled. That's about the only advise I can give you, if it's not one of them things then it's almost impossible for me to help you without looking at it myself and I don't do that for free because too many people would be bothering me for help and I stay pretty busy.
@@unrealdevop Thanks you for the answer. FInally it's a bit deeper issue. As I am working with Mass Entity, my AI character doesn't have AI Controller and doesn't belong to this. It is fully driven by Mass. It seems root motion is not correctly applied on characters without AI Controller.
@@Alex-qh8er Have you seen my latest video? I'm not familiar with Mass Entity, it's actually something i haven't even taken the time to look at yet. However, if it's Motion Matching Related then it's probably a commonly overlooked checkbox that I cover in that latest video.
dude clear your voice XD i wanted to caught the entire video
I have a deep voice, it's biology and I have no control over that. If you don't like my voice, you don't have to watch my video's
wow no fucking way......that easy? thank you man but how would you have them follow but at the same time attack a target? im knida new to unreal
Watch some tutorials about behavior trees and ai controllers, they will help.
@@0UTSIDER thanks.
Yeah so some people will tell you to use Behavior Trees, I've had experience with both....and I'll tell you now that Behavior Trees are very RIGID and difficult to perform Parallel Processes together, there are a myriad of approaches to doing that with Behavior Trees but a lot of them are rather hacky and the Simple Parallel that is provided with them does not work for every situation and will bug out if you try to use it in certain ways.....the point is that it's ability to run things in Parallel is very limited. State Trees are modern and designed around Modern Needs, they don't have any of the Weaknesses that Behavior Trees have and are far more flexible because of that. You can run Multiple things in Parallel from my Understanding (I Have not fully tested the extent of this quite yet). In a State Tree you would have the Parent of the Attack run the MoveTo function and a child of it would execute the Attack Logic.....you could also have an Entirely Separate State Tree Performing Movement Functionality and run it as a Parallel Tree that executes while doing other things under it. This is something that would cause all kinds of conflicting problems were you to try doing it in an Archaic Behavior Tree.
Just to clarify it a bit more from my last statement. In regards to Behavior Trees - you can run things from a service....and some people opt for Behavior Tree / Blueprint Separated Logic for handling Parallel. I personally don't like that Separation that is required for handling things that the structure and design of Behavior Trees simply fail to achieve on their own. That is why I have chosen to Abandon Behavior Trees and Go all in on State Trees. If you have ever tried to develop a sophisticated Cooldown based system with Behavior Trees you'll begin to understand the real limitations of the Behavior Tree.
Thank you very much for this video!
looking great dude! thanks for the share!
Yeah for sure, appreciate your feedback.
Thank you soo freakin much !!!!
DId u use some plugins for the fog?
Nah it's just normal fog, but if you want it to look thicker like that lower to the ground you can just adjust it's height offset, depending on where your map is located in space you may need to lower or raise the actual fogs location in the world to get a similar effect, of course you would also need to adjust the actual settings of it too....but a lot of people are unaware that the actual Z location of the fog has a direct impact on how it appears as well.
Dude you are goated can I use it in one of my future side projects? Credit given of course <3
Yeah of course.
@unrealdevop I am at a loss with debugging my traversal actions. If I turn off the root motion the character attaches to the ledge correctly, however, the character snaps back to the starting position. Now with root motion on, the character attaches above the ledge; just above the traversable debug spheres. Any tips or suggestion are welcomed.
Yeah they use the Attach Bone and they position it during animation creation at the point where the object they are traversing is. They then have the Motion Matching System match against that. If your playing it as an Anim Montage with Root Motion enabled then there is no reason why your character should be snapping back unless the last from of the animation ends at the starting position. I'm assuming you root bone is following the character through the air rather then the Pelvis simply leaving it behind. In Pelvis based animations, the pelvis transforms are normally transferred to the Root so that it follows along.
@@unrealdevop I only mentioned disabling the root motion because when it’s off the animations align with ledge. But when root motion is enabled it’s above the debug capsule spheres. I am going to retarget fresh animations and triple check the attach bone.
@@michaelderosier3505 Yeah, I'm just not sure exactly what it is your trying to do over there. May be best to join the Discord and just show me in a Live Stream.
this is absolutely beautiful and you're a wonderful person for doing it, thank you!
Appreciate the feedback, I'll eventually get some transitions setup in there for the weapons.
Hey, i am trying to port Game animation sample to Lyra, everything works great except there is alot of foor sliding when turning in place mostly. I am not sure if you can help me, but ill still ask if you know any tricks?
Yeah, so the Offset Root Bone can only help so much. It seems like the animations need to be done a specific way for it to even completely work. There is another possible approach too but it could potentially be expensive. It involves a Distance Matching Approach. There is a guy who's working on a plugin which adds distance matching to the Steering Node and from what I've seen it works rather well, but he's still stuck on some problems with it that have yet to be resolved.
Legend. Thanks for pulling this off, and despite the burnout keeping up with it relentlessly!
Yeah for sure. It's been rough working out all the issues I've ran across.
@@unrealdevop what would you say was the biggest hurdle in this project?
The Aim Offset actually....I kept trying to figure out how to get rid of the jittering and hitching....I've reduced it about as much as I can....without speeding up the turn rate of the turn animations, which I have little control over without manually modifying each animation responsible for turning....I can't actually reduce it any further then I have without allowing the spine to rotate more then 90 degrees which is obviously impossible for a human to do and even if I did it would be like twisting a balloon, the weights simply can't hold up the mesh under that much pressure
Thank you so much!
Youu❤hay
Assume you mean Fast Path ? :)
Oh lol yeah...I've been a bit off the past 3 weeks.
Yeah sorry guys, I know I kept saying Fast Tracked, I meant Fast Path. Been out of it lately, due to personal matters. 5:39 I wasn't thinking really clearly right here....During Evaluation Anything Before the Offset Root Bone would be wrong, I got confused and was assuming that doing this would be the same as getting the last saved Offset Root Bone Transform from the Blueprint Threadsafe Animation Update Graph....this isn't true. As I explain at the end of the video, the poses at the start of the AnimGraph are not yet Rotated and therefore getting the Aimoffset based on the RootBone rotation would lead to an incorrect calculation. However, in the case of this setup I'm not getting the current Root Bone at that point during evaluation. I am actually getting the last Cached Value which was retrieved directly from the Offset Root Bone Node the previous tick....and so it will always be correct, even if it's a single frame behind the new position.
Great job man, thank you.
Thanks for the input
You are doing an amazing job especially for the price that you have gave this project. Keep up the good work, I know you have a lot invested especially since you constantly post updates in the discord! Cheers!🎉
Yeah I get a bit too excited and spam them sometimes lol.
Hello! How long will this project continue? I'd be happy to have a usable shooter template using GASP (even in fps view) in the future. Unfortunately my blueprint knowledge doesn't extend to that level :(
I'll continue developing it for some time. This project is really meant as a learning project for me and others.
Love watching your deep dives and information videos, always something cool to see and learn!
I'll have to bookmark this later, if I don't forget. It's too late and I've had a long week.
I have seen a few FPS conversions of the GASP, and to possibly fix the aim rotation and turn in place. You can go into the UpdateRotation function inside of the sandbox character BP and and set the RotationRate to -1(the top one that is set to 200). Then in the animBP, inside the Get_OffsetRootRotationMode function, set the return value in the return node from accumulate to release. As well in the ShouldTurnInPlace function of the animBP, set it to greater or equal to 5-15 (Anything between 5 and 15, I like 5). You'll want to maybe only do this while aiming, but if I didn't explain it very well, you can just watch any FPS Gasp tutorial and only focus on where they handle rotation. I hope this helps a little!
I have encountered a problem where if the character rotates too quickly there will be issues at the offset root bone, and I don't know how to solve it
On which version 1.27 or the one I just pushed 1.28?
In 5.5, the state tree in the details view State section, had gameplay tag, do you know what this for or how can I use it?
and for the 5.5, it have 3 new Selection Behavior, one is the "Try Select Children At Random" I cant get it to wrok.
I haven't explored State Trees in a minute so I'm not really sure, I'll get back into them soon though.
@@unrealdevop thanks~
@@weijunchen1290 Yeah I'll look into it soon because I'm about to start setting up Ai in my Project under the 5.5 Preview. If I had to guess though it probably activates something based on a Gameplay Tag or jump too it, assuming your not referring to an actual State Condition for Entry.
@@unrealdevop that's what I though too, but don't know how to use it.
Your videos are such a huge help trying to break the new system down!
Can you do a tutorial on ragdoll impact hits?
I've kind of got my hands full with a lot of stuff right now, but perhaps I'll do a video on something like that in the future. I have done a video on Physical Animation in the past if you want to go check that out.
@@unrealdevop ok thanks, looking forward to it
2 years later and this helped me, thanks man!
Yeah I left it up for those who just want a quick fix. Perhaps I'll eventually do another video on that, the problem with the feet is really related to retargeting animations and the fact that IK bones are displaced. I've stopped using IK bones and I just use virtual bones in their place now, especially for feet. However doing this in ALS may require a value to be adjusted since they use a dynamic foot adjustment method for correcting feet during foot locking.
Guys im trying to add a fire to the torch in this sample project. But it dosent work...
THNXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤
I am trying to recreate the game animation sample to learn the inner workings. I am running into an issue where my character transitions into the fall-state he goes beneath the floor. What could cause this behavior?
It's hard to say without seeing it, if he's falling through the floor then it could be that collision is being disabled. If the capsule is staying above the ground but the character is going through the floor then it could be that an animation needs Force Root Lock Enabled. If that's checked then it could be a problem with the animation if it's the case that it was retargeted.
@@unrealdevop thank you for the tips!
@@unrealdevop It was the retarget. The root bone information did not transfer correctly. Thank you again
@@michaelderosier3505 Oh, glad you found the problem.
OMG🤯🤯🤯🤯🤯🤯🤯🤯. this is Phenomenal ❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤. THANK U