Thank you for uploading, this was just what I was after! This is the only video I could find on timed random idles that didn't dreadfully over complicate it. Much appreciated
@@TheTrickyify there is a way, I'm still learning, but i love it! Curently with this setup, you dont get matching animations that are in the random sequence player on client and server, but will figure out the most optimized way to replicate this random idle state!
@@BACO1029 Hm, me thinking just with logical thought. What if you get the random idle localy then store that anim and push it to the server so the server won´t have the random idle setup and instead grabbing the stored animation? is that something that could wok?
@@BACO1029 I could also add that this is somehting games have "problems" with, in reality it might not matter if you see it different compared to another player if it is random. It is not an emote or anything so this will not affect anyone per say unless you are gaming with friends and you are telling your friends "hey look I like this anim" and they see something else. this is more of a way to make the character feel alive when afk anyway :) I am pretty certain that WoW has this "problem" my character might turn my head to look around on my side but do somehting else on the server side
@@TheTrickyify so basically if you store it locally in character bp, then you have to check the time for random idle in event tick and then play those random idle anims, i want to avoid that, i want to make it as optimized as possible, thats why i want to do it in eventh graph of animation blueprint. Another thing i have to take in consideration is late joining, for example when a player joins (his idle timer starts from there, and it doesnt match the random idle and timer of a player already spawned so that messes everything up!) . But yes you are right i think other games avoid to do this just because of the huge amounts of problems for little effect! But I'm learnin and i like to be inovative :)
Hi, I'm using modular character and when I use this "Random Sequence Player" only first animation works fine but when it turns to second animation in the list I get animation on my body but not on my head\legs\ and rest parts of character body. Is there a way to fix it?
I am not sure what the problem is without lookign at your project but it sounds like an animation problem more than the setup to play the animations. When you open the animation that has the issue does it play correctly then or is it only playing incorrectly when usign random sequence player? I should also note that I am have never used a modular character before but I do not see a reason why this setup should not work
@@buster5661 so you mean that you want your "special animation" to play until the end and then go back to idle instead of havign a fixed time like in the tutorial of like 5 seconds? If that is the case I am not sure and would not work really for how this is implemented sadly
Thank you for uploading, this was just what I was after! This is the only video I could find on timed random idles that didn't dreadfully over complicate it. Much appreciated
I am happy I could help, this is exactly why I did the tutorial because I could not find anything about this either :)
It's brilliant and simple. Thank you!
Thank you! :)
thank you! this helped me a lot :)
I am glad I could help :)
God bless you! thanks :)
You are welcome :D
its a shame this isnt automatically multiplayer replicated
I have never touched any multiplayer things so I can not give any input into making this work with it :( hopefully you will find a good way!
@@TheTrickyify there is a way, I'm still learning, but i love it! Curently with this setup, you dont get matching animations that are in the random sequence player on client and server, but will figure out the most optimized way to replicate this random idle state!
@@BACO1029 Hm, me thinking just with logical thought. What if you get the random idle localy then store that anim and push it to the server so the server won´t have the random idle setup and instead grabbing the stored animation? is that something that could wok?
@@BACO1029 I could also add that this is somehting games have "problems" with, in reality it might not matter if you see it different compared to another player if it is random. It is not an emote or anything so this will not affect anyone per say unless you are gaming with friends and you are telling your friends "hey look I like this anim" and they see something else. this is more of a way to make the character feel alive when afk anyway :) I am pretty certain that WoW has this "problem" my character might turn my head to look around on my side but do somehting else on the server side
@@TheTrickyify so basically if you store it locally in character bp, then you have to check the time for random idle in event tick and then play those random idle anims, i want to avoid that, i want to make it as optimized as possible, thats why i want to do it in eventh graph of animation blueprint. Another thing i have to take in consideration is late joining, for example when a player joins (his idle timer starts from there, and it doesnt match the random idle and timer of a player already spawned so that messes everything up!) . But yes you are right i think other games avoid to do this just because of the huge amounts of problems for little effect! But I'm learnin and i like to be inovative :)
thanks alottttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttttt
You are welcomeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee
Hi, I'm using modular character and when I use this "Random Sequence Player" only first animation works fine but when it turns to second animation in the list I get animation on my body but not on my head\legs\ and rest parts of character body. Is there a way to fix it?
I am not sure what the problem is without lookign at your project but it sounds like an animation problem more than the setup to play the animations. When you open the animation that has the issue does it play correctly then or is it only playing incorrectly when usign random sequence player? I should also note that I am have never used a modular character before but I do not see a reason why this setup should not work
thank you so much
@@bataraza2 no worries! :)
thanks
how do you get it so it changes back to the normal idle state after completion of a special idle animation
The first state is just a normal idle that every tutorial has, and then it goes from that state to the random idle state and back adn forth :)
@@buster5661 so you mean that you want your "special animation" to play until the end and then go back to idle instead of havign a fixed time like in the tutorial of like 5 seconds? If that is the case I am not sure and would not work really for how this is implemented sadly
@@TheTrickyify you dont think theres a detect "on change" node or something?
@@buster5661 hm maybe, nothing I know on top of my head, sorry! It has been a while since I played around in ue5 :/