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Unreal DevOP
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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: Player Take Down Part 1 (Intro)
Intro to a series on Setting up a Contextual Animation Scene for taking down another player/npc
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BuyMeACoffee: buymeacoffee.com/j0hnc0nn0r
มุมมอง: 465
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Unreal Engine: GASP DAO (Setup v1.40)
มุมมอง 31516 ชั่วโมงที่ผ่านมา
Latest Project Setup as of v1.40 BuyMeACoffee: buymeacoffee.com/j0hnc0nn0r Release Video: th-cam.com/video/upWIKxX9KsE/w-d-xo.html Project Files: ko-fi.com/unrealdevop Project Documentation: unreal-devop.gitbook.io/gasp-dynamicadditiveoverlay
Unreal Engine 5: GASP DAO (v1.40 Overview)
มุมมอง 53321 ชั่วโมงที่ผ่านมา
GASP_DynamicAdditiveOverlay(1.4) - 1. ABP_SandboxCharacter_DAO: Removed Temporary Exclusion of Hands from the Additive Layering, no longer needed now that our Neutral Matches our Idle - 2. CBP_SandboxCharacter_DAO: Added Contextual Anim Scene Pickup Example for Pistol from the Video Series I did. - 3. UEFN & MetaHuman Poses: Because I changed out the Neutral all poses must be redone to match th...
Unreal Engine 5: Pistol Pickup Part 4 (Relative Offset Setup)
มุมมอง 239วันที่ผ่านมา
As mentioned in Part 2, in this video I'll discuss how to make the Starting Position relative to the player and not the item. I will also discuss and break down the math involved in rotating a vector based on the players approach to it. Part 3 (Setup): th-cam.com/video/vabTTxb8ux0/w-d-xo.html BuyMeACoffee: buymeacoffee.com/j0hnc0nn0r 00:00 Intro 00:30 Understanding the Math 12:00 Calculating Pi...
Unreal Engine 5: Pistol Pickup Part 3 (Setup)
มุมมอง 116วันที่ผ่านมา
In this video will follow through with the actual Setup process for getting the Pickup Contextual Animation working in the game. Part 2 (Contextual Anims): th-cam.com/video/tUX9dv3eMRI/w-d-xo.html Part 4 (Relative Offset Setup): th-cam.com/video/Wjzii27Zs9I/w-d-xo.html BuyMeACoffee: buymeacoffee.com/j0hnc0nn0r 00:00:00 Querying Context Anim 00:07:10 Me Making A Mistake (Skip) 00:12:00 Setting U...
Unreal Engine 5: Pistol Pickup Part 2 (Contextual Anims)
มุมมอง 176วันที่ผ่านมา
The intention of this setup is to introduce you to Contextual Animations and how to set them up. I'll be demonstrating this by showing you how to setup a Pistol Pickup, which is a bit unorthodox but can still make good use of Contextual Animation Scenes. Part 1 (Quick Magic Cleanup): th-cam.com/video/2X46CWvOF8Y/w-d-xo.html Part 3 (Setup): th-cam.com/video/vabTTxb8ux0/w-d-xo.html BuyMeACoffee: ...
Unreal Engine 5: Pistol Pickup Part 1 (Quick Magic Cleanup)
มุมมอง 46614 วันที่ผ่านมา
In this video we will prepare an animation using QuickMagic @QuickMagic_AI , clean it up inside Unreal Engine and make it Game-Ready, and in the next video we will set it up as a Contextual Animation. Part 2 (Contextual Anims): th-cam.com/video/tUX9dv3eMRI/w-d-xo.html QuickMagic PromoCode: www.quickmagic.ai?code=l50rd1 (copy the entire link and paste it into your address bar TH-cam ignores the ...
Unreal Engine 5: Post Process Corrective Bone Pose Drivers
มุมมอง 82914 วันที่ผ่านมา
In this video I'll explain to you what Pose Assets are, how they work, how to create them, and how to set them up on Pose Drivers. I will also briefly explain Post Process AnimBP's and what they are mostly used for as well as some things to watch out for when using them. QuickMagic PromoCode: www.quickmagic.ai?code=l50rd1 (copy the entire link and paste it into your address bar TH-cam ignores t...
Unreal Engine 5: Interactive Contextual Anims (Series Intro)
มุมมอง 65021 วันที่ผ่านมา
An Intro to this series which will revolve around making animations using Ai, cleaning them up, and setting them up. QuickMagic PromoCode: www.quickmagic.ai?code=l50rd1 (copy the entire link and paste it into your address bar TH-cam ignores the last part of the link) BuyMeACoffee: buymeacoffee.com/j0hnc0nn0r 0:00 Mocap Intro 4:10 Series Breakdown
Unreal Engine 5: GASP-DAO (v1.39 Overview)
มุมมอง 38821 วันที่ผ่านมา
GASP_DynamicAdditiveOverlay(1.39) - 1. Slot Manager: FindSlotActorByRef was taking in a Slot Actor and searching for it and returning the same reference, it was also renamed FindSlotActorConfigurationByRef. - 2. Slot Manager: A Bug was fixed where if a Slot Actor was replaced with a new one it would not be attached to a socket. - 3. ABP_SandboxCharacter_DAO: Neutral Pose was updated, swapped ou...
Unreal Engine 5: GASP-DAO (Slot Actor Setup Explained)
มุมมอง 85721 วันที่ผ่านมา
In this video I'll show you how the slot manager works and how things need to be setup to get them up and running BuyMeACoffee: buymeacoffee.com/j0hnc0nn0r Release Video: th-cam.com/video/upWIKxX9KsE/w-d-xo.html Project Files: ko-fi.com/unrealdevop Project Documentation: unreal-devop.gitbook.io/gasp-dynamicadditiveoverlay
Unreal Engine 5: GASP-DAO (Slot Manager and Item Handling)
มุมมอง 26328 วันที่ผ่านมา
In this video I'll be be breaking down the Slot Manager and how Item's are handled throughout the system. BuyMeACoffee: buymeacoffee.com/j0hnc0nn0r Release Video: th-cam.com/video/upWIKxX9KsE/w-d-xo.html Project Files: ko-fi.com/unrealdevop Project Documentation: unreal-devop.gitbook.io/gasp-dynamicadditiveoverlay 00:00 Intro 00:30 BeginPlay & Animation Casting 03:50 Setup & Assign Slot Actors ...
Unreal Engine 5: GASP DAO (v1.38 Overview)
มุมมอง 1.4K28 วันที่ผ่านมา
GASP_DynamicAdditiveOverlay(1.38) - 1. Gameplay Tags have been separated into individual Gameplay Tag Tables to reduce complexity and makes it easier to manage them from Tables if Desired. - 2. BP_Slot_Master: Item Slots will now be identified via GameplayTag which I hope reduces confusion as to how they work. - 3. AC_SlotManager: Refactoring of the Pickup Function to separate the pickup so tha...
Unreal Engine 5: GASP DAO (v1.37 Overview)
มุมมอง 603หลายเดือนก่อน
GASP_DynamicAdditiveOverlay(1.37) - 1. Item Skeletal Mesh Animation BP Support Added - 2. Item Skeletal Mesh Physics Support Added - 3. Distance Based Aim Offset Replication Added. - 4. Refactored ItemsInHand Replication to reduce server traffic. - 5. Pickup Manager Logic Moved To Slot Manager Component to reduce Logic on Character BP and make it easier to remove and manage. - 6. Redundant Unus...
Unreal Engine 5: GASP DAO (v1.36 Overview)
มุมมอง 1.2Kหลายเดือนก่อน
A bug in relation to holstering rifles fixed and Distance Based Aimoffset added to the project. See the last video on the Distance Based AO for more information in regards to that: th-cam.com/video/feMqo3MrbVs/w-d-xo.html BuyMeACoffee: buymeacoffee.com/j0hnc0nn0r Release Video: th-cam.com/video/upWIKxX9KsE/w-d-xo.html Project Files: ko-fi.com/unrealdevop Project Documentation: unreal-devop.gitb...
Unreal Engine 5: Gasp-DAO (Distance Based AO)
มุมมอง 1.2Kหลายเดือนก่อน
Unreal Engine 5: Gasp-DAO (Distance Based AO)
Unreal Engine 5: Motion Matching Ai MoveTo (Trouble Shooting)
มุมมอง 697หลายเดือนก่อน
Unreal Engine 5: Motion Matching Ai MoveTo (Trouble Shooting)
Unreal Engine 5: Retargeting vs Live Retargeting?
มุมมอง 990หลายเดือนก่อน
Unreal Engine 5: Retargeting vs Live Retargeting?
Unreal Engine 5: GASP DAO v1.35 (Custom Bow & Pose Setup '4')
มุมมอง 509หลายเดือนก่อน
Unreal Engine 5: GASP DAO v1.35 (Custom Bow & Pose Setup '4')
Unreal Engine 5: GASP DAO v1.35 (Custom Character Item Setup '3')
มุมมอง 337หลายเดือนก่อน
Unreal Engine 5: GASP DAO v1.35 (Custom Character Item Setup '3')
Unreal Engine 5: GASP DAO v1.35 (Initial Custom Character Setup '2')
มุมมอง 253หลายเดือนก่อน
Unreal Engine 5: GASP DAO v1.35 (Initial Custom Character Setup '2')
Unreal Engine 5: GASP DAO v1.35 (Project Setup & Intro '1')
มุมมอง 924หลายเดือนก่อน
Unreal Engine 5: GASP DAO v1.35 (Project Setup & Intro '1')
Unreal Engine 5: GASP-DAO 1.35 (Dropping Soon)
มุมมอง 1.9Kหลายเดือนก่อน
Unreal Engine 5: GASP-DAO 1.35 (Dropping Soon)
Unreal Engine 5: GASP-DAO (1.35 Releasing Soon)
มุมมอง 812หลายเดือนก่อน
Unreal Engine 5: GASP-DAO (1.35 Releasing Soon)
Unreal Engine:5 GASP-DAO (1.35 Early DEMO Update)
มุมมอง 1.3Kหลายเดือนก่อน
Unreal Engine:5 GASP-DAO (1.35 Early DEMO Update)
Unreal Engine 5: GASP-DAO (1.35 Early DEMO)
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Unreal Engine 5: GASP-DAO (1.35 Early DEMO)
Unreal Engine 5: GASP DAO v1.3x (MetaHuman Setup)
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Unreal Engine 5: GASP DAO v1.3x (MetaHuman Setup)
Unreal Engine 5: GASP DAO v1.3x (Custom Weapon Setup)
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Unreal Engine 5: GASP DAO v1.3x (Custom Weapon Setup)
Unreal Engine 5: GASP DAO (v1.34 Overview)
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Unreal Engine 5: GASP DAO (v1.34 Overview)
Unreal Engine 5: GASP DAO (v1.33 Overview)
มุมมอง 8242 หลายเดือนก่อน
Unreal Engine 5: GASP DAO (v1.33 Overview)
Question if youve experienced it. When using smart objects that run state trees using the Gameplay Interaction schema, I cannot get events to be received until after that smart object state tree is finished via tree succeeded or failed. I dug into the code and the GameplayInteractionContext is ticking the state tree and it seemingly is running the correct logic to iterate and consume events but nothing happens. The event is received immediately after it ending.
So you can have a branch redirect the flow of execution to another branch (child/sibling) but you have to be in that branch when the event is sent, from my understanding (I haven't touched state trees in a few months). So if I remember correctly, and you need the event to be captured regardless then you should probably capture those events from the root if it's the case that you need them to be handled regardless of where you are at within that state tree. Also, it's probably worth noting that if it's a Parallel State Tree that isn't currently running then it will not handle the event's that are inside of that State Tree.
@@unrealdevop Well for some weird reason it seemed to be related to my move to task. I switched to using Epic's move to and now it works. The only thing I'm unsure on how is figuring out how to complete the smart object's state tree so it cancels out and unclaims the slot in the smart object. Right now when the event fires it ends up running my task that the event transitions to as well as the smart object state tree
@@SneakyKittyGameDev Yeah Smart Object State Trees should exist on the Items themselves and so they are not tied to the NPC's State Tree and therefore can be ran independent of them. I will warn you that there is a serious bug with State Trees that make them unusable in a final product right now. If they are unloaded for any reason while in use (Level Streaming, World Partition, Exiting To The Main Menu) then they will crash the Game/Engine even in a compiled build.
I don’t want to ever see Jake Paul in the ring again
Thanks, 2025 and I'm still using this
Hey when I try to add a virtual bone from the head to hand_r the virtual bone doesn’t snap to hand_r bone. It just floats in the air. Do you know why?
Virtual bones are effected by additives just like regular bones and additives will offset them in negative ways, but they give us a reference for where things should be. In regards to IK we normally get the Virtual Bone from the pose that is relevant and use that as the Target. If you apply additives to the animation that offset them then you can grab the Virtual Bone from the Aiming Pose to get the location for where the hand would have been before applying the additive.
This just popped up up on my feed and I have to say, Very nice. I actually started learning animation in UE5 and made my first two already. I looking forward to learning this process and will be checking out your other videos.
Yeah I'll do a video at the end explaining how I achieved it and why I did certain things.
UDO has some great content, and u as well ive watched some of your videos before :)
I'm having an issue with UE 5.5.2 where I'm following these steps but after copying mesh components my metahuman no longer has its hair. I've tried different things over and over and can't seem to find my issue.
Your videos are great man! I saw you in the live stream chat for the GASP updates.
So I actually ended up solving this by deleting the existing LODSync component and using the one from the metahuman you are copying in.
@ Ah I see thanks for sharing that. I was going to suggest just re-parenting the one it came with, is actually easier that way. There seems to be some serious problems with character's that use that Leader Pose approach....not sure what it does but it can cause all kinds of problems like that. However the problem you seen sounds like it probably wasn't caused by that.
The ending looks odd on the attacker because the blend time was too long and I never changed it from the default 0.25, I could probably have added some buffer frames to help alleviate that.
Look, I really think you shouldn't even mention that some people will like some things, while others don't. What you are doing here is incredible and please keep doing it! Do it the way you want, explain your approach, and sometimes give pointers (like you already do!) on how to make adjustments if needed. Anyone, thank you so much for the incredible content!
Thanks, appreciate the feedback
One of the best channels for UE! I hope more people will see this!
a man are you working on your own game or just doing random vids showing how to fix things and stuff i have a game i plan to build soon a team started it and they randomly just stopped so I'm taking over and doing it but different the games based on the thing I'm gonna be looking for some member's to help build and stuff its all gonna be volunteer work as i cant pay right now but once we get game released we will make a great penny off it millions of people have been asking about a thing remake well I'm gonna give them one but it wont play out the same if you decide to join me as a volunteer ill talk more with you about it and my plans as far as going forward with this I'm a 3d creator but would love to have others who are as well it take a lot of weight off my shoulders id love a lvl designer someone who can turn an arctic map into a military operated lvl with over 15 different bases and caves ship yards air fields mounts to climb etc someone who can bring battlefield voices to the game to make soldiers talk on patrol react to gun fire etc this games gonna be a tps based on cold war you ll be fighting the USSR as well as the shapeshifting thing monsters in a 3 way battle conflict fire kills the bigger things but guns kill the little thing monsters
how do you achieve smooth yaw aim offset....thats where im stuck at the momement
what are these additives for if you filter by clavicles in layered blend per bone?
I may redo this at some point, but basically you would exclude the arms in such cases where accuracy is important, transferring the motion onto the arms would make them move around too much, the alpha gives you control over the percent that is applied. So in actuality you could have multiple different Layered Blend Per Bones on the arm, one making it stiff and another that introduces a bit of motion back onto them. The thing is with layering, it works best when you can hand-craft all your animations such as Caleb Longmire did with ALS, doing it that way would give you more control over the motion itself and allow you to design those animations in such a way that they would better transfer onto Aiming Poses with the least amount of issues.
hi, i have tried to find a way but i cant understand how to implement dynamic footstep in gasp, could u please tell me how to do it, thank u 😊
In project settings you have a Physics section, under that you have Physical Surfaces. You need to create some Physical Material assets in the Content Draw and assign them to Surfaces. You then need to setup notify events for when the feet hit the ground on your animations, run a trace to see what Physical Surface your walking on and then play the appropriate sound.
@unrealdevop thank u but how can i do this with the gasp animation? i mean they are a lot can i use the notify already in the anims?
@jack-zs4ot Yeah that's part of the reason they are there.
@@unrealdevop i cannot find where the default footsteps are played, its not in the abp i think
would be easier to understand with animation sequences from lyra without all these rigs. Anyway, best info about animation on TH-cam !
7:20 The Blue Arrow actually is showing you how a vector has DIRECTION, I set it's Rotation to that Vector to show how the Vector's Direction points to where it is in relation to the Origin. If you draw a dot on graph paper, it's direction would be an arrow pointing from the intersection of X and Y to the dot you drew. Sorry, if I stumble over this, I have a difficult time explaining Vector Math.
Can you please create a tutorial on using the new skeleton editor where you can add bones that are needed for animation (In the animation you throw a weapon (spear) and regrab it)
Spear throwing and the act of grabbing it from some location are normally treated as separate animations unless it's some kind of God of War style weapon with a chain on the end where you can yank on the chain and it comes back to the user's hand. In the case of a Spear throwing and then going over and grabbing it, those would be two separate animations and there would be no need for animating a bone to fly through the air. Unreal Engine has built in physics that can handle ballistic trajectories just fine without needing it to be an animation. If you did try to make that an animation it would make it significantly more complex then what it needs to be because you would need to use some form of Motion Warping to get it to the desired location since Animations are Static Pre-Baked Motions.
How can you create a bone to hold a spear that can leave hand when thrown? Note: I use a the animation targeted from another skeleton that has some bones for the weapon
You would just detach the spear from the bone and activate a Thruster component on it to propel it forward.
interesting! Thanks for sharing! However project file seem to have blueprints/statetrees etc missing
Oh yeah sorry, when I made this series I made the decision to not include the final version because the setup is so complex that you really need to follow along closely to get the same results. Also I had to hack some things at the time due to bugs that are currently present in 5.4 for State Trees. The Animations should be in the project though.
@unrealdevop thanks for clarifying. I enjoy your work. I went down to see your other videos. Sometimes a bit too fast for me ;) but very informative and inspiring
Hi, did you ever go back and explain how to do the on succeeded state from this video? I cant seem to find it in your later videos (20:42 in this video is where you talk about it). Also thanks for making this tutorial series! Its greatly appreciated.
It's been to long man, but I can tell you that if the State has Child States then normally you don't want it to succeed because otherwise it won't wait for it's children to finish it will immediately finish and they will not get the opportunity to finish their tasks.
I should warn you to though that State Trees were still under heavy development when I made this video and a lot has changed since then and last time I checked there were still some serious bugs they were still working out.
@ totally understandable. ive been struggling to get smart objects to run and yours is one of the few tutorials out there. Im in 5.5 now and youre correct... there were quite a few adjustments to state trees.
@@kale9206 Yeah, well hopefully they start feeling more stable in 5.6 and I would like to see that bug with smart objects get fixed as well. I can't recommend anyone use them until that World Partition/Level Streaming Crashing bug is fixed.
on the Davinci website I see it davinci resolve has a free download, and davinci resolve studio costs money. To be clear, are you using just davinci resolve? I got Vegas 19 from humble bundle back in the day and used it like once, I'm no video editor lol i dont even know what formats you can export from Vegas, but maybe I'll give it a try. I've been seeing a bunch of Quick Magic videos and I'm dying to play with it
I come back to this video for therapy. lol.
Yeah the topic is a bit more complex then what most people realize.
33:48 one monitor is not enough xD
Yeah but I have a 42" and I probably could fit another monitor on this desk but it would be rather a tight fit.
Another question, is there a quick way to build a "Backwards Solve" for a Custom rig with IK/FK switches?
Thank you. May I request a tutorial? How can we create a custom control FK/IK rig quickly? I ask because 5.5.1 Modular Rig have a few bugs with the Modules. Creating your own Control Rigs seems to be more reliable until the Modular Rig bugs are addressed.
Yeah so there is no **Quick** way to make a good control rig. Honestly, I don't mess with Control Rigs enough to teach you guys how to make one from scratch. I would suggest filing bug reports on that even though we know they are aware, simply to push them harder towards fixing that Modular Control Rig bug because in my opinion it basically makes them useless and I keep getting told they are going to fix it but I have yet to see them do anything about it.
Thank you soo much ! Great series! would love for you to continue this series.
Yeah just waiting on the guys at Unreal Engine to fix the bug where Smart Objects cause the game to crash when their being used during Level Streaming.
QuickMagic PromoCode: www.quickmagic.ai?code=l50rd1 I'm not completely sure but I don't believe you can download the animations on the Free Subscription, It's mostly to let you see what kind of output you may expect.
Really good video!
Bro, first of all, I want to thank you for the great videos and the detailed clear explanation of what you do. (I watched your lesson on wall occlusion). I decided to explore your channel, and... There is an enormous amount of useful videos, and it all looks like chaos. It’s unclear what to watch first, second, or third. You experiment with different new plugins and apps, and it all lacks some logical conclusion to create a complete picture and a working pipeline for beginners (who are the main consumers of your content). What I propose: Try recording a series of videos or maybe combine existing ones, where step by step, starting from installing a template, for example, “Third Person”, you explain which plugins need to be installed, what needs to be done to create various animations (interaction, walking, climbing stairs, etc.) and incorporate it into your main project so that everything is consistent and logically sequential rather than in the form of various fragments. I think such a video will be successful for many years to come. Best regards! P.S. If you are interested in this format, I can help you make a small list of where to start and where to end such a series of videos, you could say it would be the quintessence of your knowledge, and it would be a great pipeline for beginners
Yeah, feel free to contact me on Discord about that. The reason why the video's come out like that is because I've mostly made video's on things I struggled with or found little information on. I've actually deleted at least 100 video's from my channel since I created it. Mostly video's that just never really got many views from years ago, were outdated, or incorrect.
Legendary work!
I noticed that the unreal devs still don't have fine control over locomotion speed with a gamepad analog stick implemented yet GASP. It's either full speed walk or run with nothing inbetween. Why do you think that is hard to do for them?
Because the name Motion Matching is misleading, a lot of people assume that means that it's some intelligent system that makes animations match the motion. It's not like that at all, the Algorithm scores animations. It does this based on how their Root Bone Moves and in which direction it moves in relation to it's starting position, this root motion for every every animation is scored based on how closely it matches the character's currently predicted trajectories direction and their current speed. It also scores based on how closely the poses match between their current pose and the animations pose. The Velocity and Direction of the Root Bone's movement in the animations have the biggest impact on the score. Why does this matter in relation to your question? It means that it's not FORCING the animations to match the movement, it means that if the animations don't match the character's current movement then it will likely not be selected. As the Root Velocity (Speed in a given direction) trends away from the character's current Velocity the score for that becomes Insanely HIGH (Lowest Scores Win) since it does not match the way we are moving in the game. What happens then will be that the Poses end up being the deciding factor between which animations get chosen rather then the Velocity and Direction. When the Poses become the Single deciding factor, perhaps a pose in a Stopping animation may cause the Stopping animation to have the Lowest Score while they are Sprinting Forward.....I hope you can see how this can cause the wrong animations to be selected and therefore cause problems. Not sure why, but it seems that over the past 4 months the only questions I've been asked all require me to write novels to fully explain **Why** lol....but yeah it's not that simple. Motion Matching requires understanding and it has really real limitations as well as Pre-Requisites to setting up, never understood why people thought it was going to be a Plug-N-Play animation system where you could just drop random animations from random sources into a bucket and have the software sort them all out and make them work.
Just in case your confused by my last response. To make it simple, Animations have to exist for that speed in order for Motion Matching to select the correct animation predictably.
@ I see. Thanks. So it sounds like you'd need different mocap data sets for every single increment of speed that the player could possibly walk/run in order to do analog stick locomotion correctly?
@@importon To some extend you can deviate from the intended speed and the Motion Matching system can procedurally speed them up or slow them down but only by a small percent any more or less then 15% and it's going to begin looking noticeably off. That's the least of your concerns though because as I said as you deviate from the intended target velocity the motion matching will begin favoring pose matches over velocity matches.
Pumped for this one!! 🙏
Yeah for sure, it will be quite a series too put together and it will be good practice for me as well because I really do most of my Animation related stuff outside of Unreal.
been following ur vid for a while, and this is icing on the cake. Thnk u very much! Anim correction for mocaps is smt i desperately need to learn. I hope u combine this with GASP and how it works, cause im sensing that the future of UE :)
Yeah the techniques I'll be teaching in this series will carry over to Motion Matching as well.
If you are getting a QuickMagic subscription and want to support the channel here is the PromoCode: www.quickmagic.ai?code=l50rd1
YUSSSSSSS I used rokoko ai and tried cleaning it up in cascadeur years ago but my ADD took me elsewhere and I forgot how to do it and cascy became a paid program lol. Now I've gotten my head around control rig (barely) and am back focused on this type of stuff lol
Yeah personally I prefer to do this stuff outside of Unreal but given the Paywall I only like to do this stuff in Unreal for Videos since it's freely available and constantly being improved as well.
Hey I have a request / question, I have been spending quite a bit of time trying to see if it's possible to make a true first person camera with the GASP animation pack. I don't want the camera tied to the head bone like a lot of people do it because that adds motion sickness and creates other small issues. So I have been trying to put a camera at the neck location, hiding the head mesh, etc, but I have been struggling to zero out the movement of the neck from all the locomotion with Bone Transforms and blends in the animation blueprint. If I zero out the spine, it'll zero out the child arm bones, etc. When sprinting around the torso still jumps around or looks weird. Any chance you could take a stab at trying this or offer some suggestions on if this is possible to do? Maybe it's just not supposed to be done this way because the GASP animations are meant for third person characters?
You could use still use a spring arm with no length if your just looking at taking advantage of Camera Lag. You could possibly accumulate so many locations over time and just have the Camera interpolated to the average of that to reduce the amount of motion it receives from them. I have barely looked at the new Camera system so It's possible some of these features are already integrated into it for handling things like that better. I'll look into it when I have some time, perhaps this weekend, we will have to see. I have my hands pretty full right now.
can u give us a roadmap please
most usefull video software lumen and nanite is enought. no need other performans lowerer
Sorry about the audio quality I'll change it back to how I had it in the next video.
Sorry, you have a video that tells you how to make a weapon that lies on the ground in white squares? Sorry for the spelling, I'm writing through a translator.
@@TheSheV9 I think the translator may be bad, try using Chat-GPT
@@unrealdevop Do you have a tutorial on your channel about how to create an object lying on the ground (for example, a weapon lying in squares that look like hitboxes on 0:10)? So that I could continue working by following that tutorial. I hope you can understand the meaning here. Thanks in advance!
@@TheSheV9 No, sorry I do not have one like that. It is not difficult to do though because your just attaching it to the hand. In my setup I have it pass a reference of itself to the player and then the player uses that reference to attach it to a bone/socket.
@@unrealdevop Thank you very much for your answer. I don't know anything about blueprints yet, I'll look into it soon
20:52 Thanks, I’ve been searching for a solution to this for a long time. 🙂
Is this still based on uefn? If not I think I’ll hop in that patreon lol, or Is this still based on uefn with the retarget done ?
If you choose to retarget to your own character that's fine. The Quick Answer is that it wouldn't benefit you for me to do that.....if you want to know why then just keep reading. The common misconception is that if you have the same skeleton you won't need to do anything but replace the skeletal mesh in the blueprint and BAM!! It looks the same on your character....that's not how it works though due to slight differences in base pose especially where fingers are concerned. Any slight alterations to the posture of your character is a deviation from the UE4/UE5 manny's base pose and will also cause offsets. In the end you get the problem everyone has struggled to figure out since ALS was released, simply put Anatomy Differences and Base Pose offsets will displace the hands leading to an animation system that looks rather bad on your character when hand precision is concerned such as when someone is holding a 2-Handed Weapon. With that said I showcase an IK Retargeting approach to save people the hassle of having to retarget for each and every one of their character's, assuming you are not drawing from an Infinite an unpredictable variation of Anatomies with character's from programs such as Character Creator 4 or DazStudio character's for example. The way Epic made the MetaHumans is an A+ Prime Example of how you should limit the body's of your character's in the game to prevent the need of having 5000 retargeted animation's and animation systems for all 5000 of your character's.
the issue is that the weapon swtiches hands mid animation and it works fine rn but the issue just happens once i integrate gasp, everything works as it should except that handful of animations which are quite frankly very very important
@@unrealdevop thank you for a proper response as well i dont see many dev ytbers do that
@@BlueDream71071 I understand, you should look closely at how Lyra handled their Fire and Reload AnimMontages to see a good approach to that. If you retargeted that animation to the UEFN Manny with their Auto-Retarget option then it will try to fit that for their character and not yours assuming your IK Retargeting at Run-Time for your character. The proper approach for that would be to setup an IK Retargeter that only fixes the footing for the UEFN when retargeting to it and without altering anything else in the settings and then retargeting those animations to it that way, this would preserve the animation such that it will look wrong for the UEFN but will look the same as it did for your character before retargeting it. If however, you are retargeting all of that to your character and it's doing that then it could simply be the way your playing the montage.
@@unrealdevop im not using live retarget, i am using the katana animation pack by 9cg and i cannot get the animations to look good no matter what i do, ive tried everything from creating transform goals for just those bones and still on uefn it looks jank and broken
Thank you for all your tutorials they are truly well-made and incredibly helpful. I have encountered an issue in my GASP project. Recently, I integrated the Ninja Character plugin into my project. This plugin introduces custom player gravity, allowing for mechanics like wall running (similar to Sonic) and planet gravity movement. I successfully implemented the plugin into my GASP project. However, when moving on walls, I noticed a significant deviation between my character mesh and the capsule component. Upon debugging, I discovered that this issue might be caused by the root bone offset in the animation blueprint, which seems to make the player mesh deviate from the capsule component. The capsule component orients smoothly to the wall, but the mesh fails to follow correctly. I suspect the root bone offset is the root cause, but I am unsure how to disable or adjust it effectively. Given your extensive knowledge, I was hoping you could guide me on how to resolve this issue. The plugin is free but hasn’t been uploaded to FAB yet. I can provide it via Google Drive if necessary. I would sincerely appreciate your assistance. Thank you!
It could be a number of things, but by default the Offset Root Bone comes after the Slot so that it can absorb and counter rotate the root....if the plugin is manipulating the capsule, that could cause issues that the plugin may be at fault for.
how do you speed up the turn in place
nevermind i got it lol, anybody wondering its in the ‘should turn in place function’ set rotation to desired, delete and node and connect idle to or node.
@@owenb6499 Yeah you can also speed it up further actually and I'll do a video on that as I've had a lot of people asking this. I've significantly sped it up in earlier versions and I'll show you guys how to do this manually as I'm avoiding making any base alterations in the newer versions of the project.
Thank you very much, you have no idea how much you helped today
Yeah the Blueprint Debugger is a newer features and when it first came out it had serious problems but they have worked those out now.
I have this raptor asset, and while trying to create the blend space I noticed at the end of some walking/running animations the raptor will teleport back to the beginning frame. (Start frame - moves five feet - end frame - teleport back five feet - start frame - move forward five feet - etc.) This will show up in the actual game play. Will this work for a dino NPC?
So that would mean it's a Root Motion Animation. If this is meant for a User Capsule Movement Animation where you press forward and he walks forward then you need to Enable Root Motion, and Enable Force Root Lock. Enable Root Motion is only needed if your planning on extracting Root Motion Data from the animation for things like Stride Warping and things like that. Force Root Lock treats it as an In-Place Animation where you are driving the animation via user input.
@@unrealdevop ya I found out about the root motion. Now I'm trying to figure out how to get the raptor to use the turn animations as it walks. (This is going to be an NPC that players will have to fight or flee from)
@@gaigelarock3970 Yeah if your referring to Non-Linear Arced Motion Paths if your not playing those as Root Motion Animations then your going to have a difficult time pulling that off. You would likely need to figure out the rotation rate of the animation as it's walking and try to match that while the animation is playing, just like you match the speed using Max Walk Speed, only it's not going to be done for you and will require more technical logic to pull off. The problem is though that you would be expecting that specific arc to align with how it needs to turn as it's chasing the player which is very unlikely since the player will likely not run along that perfect arc. You would be much better off setting it up to use a forward walk/run animation and additively apply a lean pose too it like they do in the Game Animation Sample to add lean to the character when running left or right, they also do this in ALS, and they may do it in Lyra I'm not sure about Lyra though (Don't think they did).
UE5.5 Here. Followed up until adding a Blend 10:08
Yeah so you could replace that with a Blend Poses By Bool. I believe they removed that Blend node.
i removed the blend all together and the can look bool full stop. Just run the anim layer into the anim graph as 1 line and worked for me
@@unrealdevop Thanks for the quick reply! I was able to get it working but I've got a new problem. I'm making a tank and line trace to make the base of the tank follow the terrain. However, this makes the top turret (on it's own bone) and gun barrel (on it's own bone as well) to angle down depending on the steepness of the terrain. I would want to decouple the turrent and gun barrel from the main tank body when it traverses the terrain.
@@phlipclip5097 If your meaning to remove those at some point (Not sure if that's what you meant) then you could actually separate the mesh and orient it's pivot to the bone (That can't be done in Blender as far as I know it can only be done in Maya) and then you could attach that mesh to the bone in Unreal Engine.
How can i add an offset :/ i couldnt figure it out
could you be a bit more specific? What kind of offset are you referring too?
i cant download any new textures in quixel mixer...is this why?
Nah, so after some backlash from the community they apparently have decided to keep MegaScans open. As far as the textures idk why that would be an issue.
Would have saved me a day if I had found this earlier. W content!
Hey, great video! Is there a video apart from the comments in the ABP DAO file where I can learn more about how the primary and secondary layering works and is applied?
As far as the primary it's just a linked anim layer that we manually inject a set of poses into alongside their Dynamic Additive Layering Settings. I've done a few video's on how the linked anim layer's work and the layering. The only thing that has changed is that we no longer store the Poses and the Layering Settings on the Linked Anim Layer. As far as the Secondary, all I'm doing is replacing the layering settings for the left arm with the layering settings for that on the pose being layered. All we are doing is partially blending the torso minus the right arm between the poses, and replacing the left arm with the secondary. I can do a video on that later but I am actually pretty sick right now and haven't been sleeping for 2 days now due to a fever.
this is brilliant dude, as always - love it! Thanks for these killer updates
Thanks, appreciate the feedback.