One thing I just found out you are gonna want to put the "Vers" function in the animation blueprint at the beginning of event blueprint update animation - don't put it at the end
im stuck on editing the animation blueprint, adding the is-blocking variable to Vers,. The CBP Sandbox Character doesnt have isblocking variable, when i try to switch to the CBP_player blueprint, the animation blueprint cant compile.
@aidenallen1167 some things yes but not everything the integration needed to be updated and adding a new character also needed to be updated which I'm working on
@stephenbuehner3371 you need to retarget the hit anims to uefn or whatever ur character skeleton is - I have more in depth videos on cf integration I suggest to watch them if ur still stuck
Very good job thansk! Why when i stand idle and the enemy go to hit me my character seems jump away alone? I dont understand hot to fix, can someone help?
hey great vid - i have a couple of questions / requests. Do you have any tuts on how to do close combat with Combat fury - like adding your own anims for roundhouse kicks and enemy reaction? Also you sort of skipped it on this vid but understanding how to make the child BP properly with skeleton and ABP would be amazing! I am never sure i do it right as in ensuring updates dont wipe my changes. Thanks so much for your hard work!
@cvcwebsolutions I don't really like unarmed stuff but they would work exactly how it would with armed or maybe with the finishers, just create a child blueprint and add the logic into it or use one of the retarget characters instead which you can also create a child of them and add the logic you gotta try things out dude
@@Clydiie oh nice! Do you have any plans to make a video on this? Or you have already... I mean Ability System with GASP, if it's possible. Cause I'm a bit dumb, and your vids just saving ❤
Hey bro. This is nuts - you clearly know your jam! Have you ever mixed combat fury with the IWALS by Jakub W project? I'm trying to figure out how to get some sick hack n slash combos into the IWALS but it's got me fugged up trying to figure it out 🤣
what? thats crazy it works for me just fine you must of did something wrong - try just using pc_easycombobuffering in the player controller class instead (but you will have to readjust the cam after) but pc_sandbox should work just fine with no issues as long as you copy and pasted the logic from easycombobuffering
Hey since (im assuming) you cant sell the deadpool game because of copy right maybe you should make 2 versions since you put so much work into it like the one your doing now then another but with replaced characters so you can sell it
This looks fine but i have some nitpicks: - Is Motion matching really gonna work well with combat animations? Try anything beyond holding the weapon and attacking with a montage and it feels bad (I mean movement and strafe). Generally combat animations require you to be in a specific stance, (i.e your legs spread out a little bit, poised etc) and most sword animation packs account for that. Here, it just feels like the character is unarmed but holding a sword, which is imo the worst of both worlds. To people watching this, I would not suggest taking this approach. Instead, use motion matching for your unarmed stance, but when holding a weapon, use a set of animations that work well for melee combat (i.e your feet are in melee stance, center of gravity is lower). Combat animations ALWAYS come in a set, and feet movement are important. If you're thinking of using something like additive layering here, that'll fail too, because additive layering doesn't work well on the feet. It'll work well however if you want to use motion matching with pistols, rifles, torches, bows etc.
@rohan_mayya its the default cf anims and the bare bones of cf as I mentioned in the video of course it looks crap you need some good anims - for the movement I change the anims such as the running and sprinting which makes it look better
@@Clydiie I'm not talking about Combat Fury at all. Combat Fury is just a combat system with states, components etc to make it easier I'm talking *only* about the animations so people are clear with what they're getting into My suggestion is, like your video with CF, layer blend per bone most of the movements, but it won't work for stances where your character needs a lower center of gravity (like blocking), so probably create a full body blend space for that. That's the 80/20 imo
One thing I just found out you are gonna want to put the "Vers" function in the animation blueprint at the beginning of event blueprint update animation - don't put it at the end
Parabéns pelo Tutorial
im stuck on editing the animation blueprint, adding the is-blocking variable to Vers,. The CBP Sandbox Character doesnt have isblocking variable, when i try to switch to the CBP_player blueprint, the animation blueprint cant compile.
You are unstoppable. I was thinking about it right now.
@AlexandreSantos-zc5cf thanks bro hopefully the vid helps
@Clydiie absolutely. Thx bro.
That was fast 😭😭😭🔥🔥🔥
Nice job, gigachad
@nickname20151 lol thanks dude
Let’s GOOOOOOOOOO!
@threepeatgames 🐻
Can you still count how many CF (implementation) tutorials you've already made? 😁
Good job buddy!
@@GameroLP lmao I got rid of the others just so people don't get confused or waste time but I think it's around 6
why does my combat fury include AC ParryAttack, but a reference to AC ParrySystem variable(causes an error)? your's is not like this.
Are you gonna recreate all of your CF videos on gasp 5.5?
@aidenallen1167 some things yes but not everything the integration needed to be updated and adding a new character also needed to be updated which I'm working on
How to add new animations from mixamo or pistol or riffle animation in ue5 GASP.... Plssss tutorial
Can you do a hand to wall IK tutorial for GASP 5.5?
@TheButtaSauce I did try that and had no success but I think I've got a different way we can try to do it
@@Clydiie Okay. I got fairly close on 5.4, but I feel like 5.5 changed so much that I'm back at square 1. 😅
Time to relearn the project.
When the AI enemy hits my character, my head goes flying to the ground. Any guesses on how to fix that?
@stephenbuehner3371 you need to retarget the hit anims to uefn or whatever ur character skeleton is - I have more in depth videos on cf integration I suggest to watch them if ur still stuck
Great video, question tho! if I were to put them CF graph into the retarget character as you suggeted, where do i paste all the AnimBP stuff? :)
@Wayne-p9e the retarget character would use the same animbp as the main character so it would be the same as in the video
You should continue working on the deadpool game im so invested to it
i am bro been working on it for 2 months pretty much everyday
Very good job thansk! Why when i stand idle and the enemy go to hit me my character seems jump away alone? I dont understand hot to fix, can someone help?
Is this able to be replicated. Thank you so much for this!!!
Are you going to update the Climb Everywhere & Al Move Integration for 5.5
no but I dont think it needs an update should work as it
@@That_Game_Devs it looks like the creator has already updated it I'll check it out
hey great vid - i have a couple of questions / requests. Do you have any tuts on how to do close combat with Combat fury - like adding your own anims for roundhouse kicks and enemy reaction? Also you sort of skipped it on this vid but understanding how to make the child BP properly with skeleton and ABP would be amazing! I am never sure i do it right as in ensuring updates dont wipe my changes.
Thanks so much for your hard work!
@cvcwebsolutions I don't really like unarmed stuff but they would work exactly how it would with armed or maybe with the finishers, just create a child blueprint and add the logic into it or use one of the retarget characters instead which you can also create a child of them and add the logic you gotta try things out dude
How about Ability System? Or is that deprecated... I mean Gameplay Ability System Components built-in addon
@std_void it's there working
@@Clydiie oh nice! Do you have any plans to make a video on this? Or you have already... I mean Ability System with GASP, if it's possible. Cause I'm a bit dumb, and your vids just saving ❤
@std_void not at the moment codewithro does a lot of videos on gas so I would suggest to check his channel out
@@Clydiie thank you so much for responding! I wish you success in your development 💖
Hey bro. This is nuts - you clearly know your jam!
Have you ever mixed combat fury with the IWALS by Jakub W project?
I'm trying to figure out how to get some sick hack n slash combos into the IWALS but it's got me fugged up trying to figure it out 🤣
yeah i got a video doing it on AGLS but its not perfect tbh
It works but if you go to the character widget and change it, it will never work again regardless of stopping the editor and starting again
what? thats crazy it works for me just fine you must of did something wrong - try just using pc_easycombobuffering in the player controller class instead (but you will have to readjust the cam after) but pc_sandbox should work just fine with no issues as long as you copy and pasted the logic from easycombobuffering
Hey since (im assuming) you cant sell the deadpool game because of copy right maybe you should make 2 versions since you put so much work into it like the one your doing now then another but with replaced characters so you can sell it
yeah I thought about it but nah ill rather just make something completely original plus it just doesnt sit right with me to sell it
@@Clydiie Cool
This looks fine but i have some nitpicks:
- Is Motion matching really gonna work well with combat animations? Try anything beyond holding the weapon and attacking with a montage and it feels bad (I mean movement and strafe).
Generally combat animations require you to be in a specific stance, (i.e your legs spread out a little bit, poised etc) and most sword animation packs account for that. Here, it just feels like the character is unarmed but holding a sword, which is imo the worst of both worlds.
To people watching this, I would not suggest taking this approach. Instead, use motion matching for your unarmed stance, but when holding a weapon, use a set of animations that work well for melee combat (i.e your feet are in melee stance, center of gravity is lower). Combat animations ALWAYS come in a set, and feet movement are important.
If you're thinking of using something like additive layering here, that'll fail too, because additive layering doesn't work well on the feet. It'll work well however if you want to use motion matching with pistols, rifles, torches, bows etc.
@rohan_mayya its the default cf anims and the bare bones of cf as I mentioned in the video of course it looks crap you need some good anims - for the movement I change the anims such as the running and sprinting which makes it look better
@@Clydiie I'm not talking about Combat Fury at all. Combat Fury is just a combat system with states, components etc to make it easier
I'm talking *only* about the animations so people are clear with what they're getting into
My suggestion is, like your video with CF, layer blend per bone most of the movements, but it won't work for stances where your character needs a lower center of gravity (like blocking), so probably create a full body blend space for that.
That's the 80/20 imo
so its you hummm.... why have you try play games with my team and builds ?
@@Devonmadon ?