Im following along from your Weapons creation system with physics, ive created the current weapon (BP WeaponMaster) but i dont get the current weapon int.
@@hordywastaken7755 Sorry, these were created as part of a long-running TFPS series... We created Current Weapon INT in Part 6: th-cam.com/video/TyIyUHhorRI/w-d-xo.html
im new to unreal BPs so maybe its a dumb question but i dont get "Get Current Weapon INT" (5:40) even after casting to third personcharacter and changing the character variable type. what am i missing?
Man, how i make this with motion matching?, because if i conect the "blend per bone" On "result", the "character trajectory" node of Motion Matching dont works, please help me!
Hey Pitchfork, I want to first say thank you for your tutorials! But anyways, I don't expect for you to reply but I was wondering if you could help out. I've created two diffrent enums, first one is the Enum WeaponName, and the second is the Enum ToolName. I connect the Enum WeaponName to the (Layered blend per bone) Blend Poses 0, and connect the Enum ToolName to Blend Poses 1. As I test it out, only Blend Poses 0 is working, while Blend Poses 1 does not.
Make sure you're calling your enum on the appropriate item. For example, I have an Enum called AnimStates with the following: Unarmed, PistolEquipped, RifleEquipped. On my AnimGraph, I use blend poses (Enum_AnimStates) and connect the corresponding state machines. I also have this Enum in my character blueprint, as well as my weapon base blueprint. When I pick up and equip my weapon, the AnimStates Enum from the weapon base sets the pose on the character blueprints. Basically, I set the character Animstat s to be whatever the weapon blueprint AnimStates is. So if my weapon is set to have the AnimStates of PistolEquipped, then my character will reflect the animation state for a pistol. I know this was a bit convoluted, but that was the best I could describe it.
Great tut! I am a bit confused about something in general: If I cast to my character then I always select my BP Char which is named "MainChar". There is also the already created Third Person BP char. If you cast to third person bp char, do you cast to this beginning character or to the parent class? Because in every tutorial from nearly all devs, the character is called third person bp so I cannot see if they are casting to the parent class or to the actual character which is named like that. I am just wondering because if I now want to create a second bp character is it working too, with everything I set up yet? Or isn't it, because I am casting to "MainChar" everywhere? This is one of my biggest question marks actually. Would be pretty nice if you could follow along :)
5:39 I got this error when I put the blueprint current weapon int in metahuman (BP Nakashi Object Reference is not compatible with BP Third Person Character Object Reference) how to fix it with that abimation ( nakashi is the name of my character in metahuman)
For the first person, Instead of creating state machine for each weapon type Are there any methods to retrieve an idle animation from the Data Table and inject it into the Animation Blueprint?
Can you do a series where you do a simple fps with proper inventory. Would love to see it since I haven’t seen anyone really do it.❤❤ Also do you have a patreon on something?
Simple... with an inventory. Inventories aren't so simple, my guy, but I do hope to do an FPS series (or maybe as one long video). No patreon, but folks can make donations to the channel via the Super Thanks function within youtube if they're so inclined! 🙂
Oh and I am planning to upload an ammunition inventory video in the next week or so, so people get an easy introduction into slightly more advanced ways of storing data. 🤘
Oh, Current Weapon INT? It's an integer variable based on enum_WeaponName that we created as part of the Weapons System With Simulated Physics Pickups tutorial (or perhaps it was added at the beginning of Part 6 of the TFPS Series - th-cam.com/video/TyIyUHhorRI/w-d-xo.html)
Hi and thanks for another great tutorial. I followed your True FPS video series and did it from beginning with Meta Human Character instead of FP/TP Character. So I set the AnimBP already for my Player. Since I watched your videos after your "restart" with meta Human, my character Blendspace is kinda weird after implementing the FireModes and the recreation of the Weapon Pick Up Spawn logic in my PlayerBP. Now I'm watching this video to check whether I can "repair" my character animations (as it was after I used your code from True FPS Series). Now I'm a bit confused, since I already have an AnimBP for my Player (created with you TrueFPS Series) and you show in this video that you set the AnimBP of the ThirdPersonCharacter and not the AnimBP of your Meta Human, can you please briefly explain it to me? I read some comments here and you stated that in "Class Settings" you can see the "Parent Class" - Sorry for that stupid question, I'm a bloody beginner, but does that mean that the TP-Character, where you set the animations in this video, is anyway the parent class of the character Animations and will apply on my Players AnimBP? And many many many thanks to you, that you spend your time to show rookies like me what's coding about (I've learned a lot) :)
I don't really know how to answer you, except for saying no, parent class probably has nothing to do with your problem. It would help if you could be more specific, but I do understand that when you're starting out you don't really know the right question to ask...
@@PitchforkAcademy Hi, really appreciate your fast reply. Yes, it's sometimes hard to ask the right question (especially as non native speaker and a beginner), however you already answered one question, thank you :) So, please give me another try for my actual question: In your video: th-cam.com/video/464ZTJq1ST8/w-d-xo.html we created an animBP for the Player and extend it in the FPS video series with lower body anims, upper body anims, Pistol and Rifle Anims, Hand Sway and so on - In the current video you are setting up the ThirdPerson Character AnimBP - and I don't know why, because we already setup an AnimBP for our Player in your True FP Series. Do I have to extend the existing AnimBP for Player, or does it have a deep sense to do this in ThirdPerson Character AnimBP - Hope this is more clear now and thanks again for your time :)
Question: I seem to have all the code done properly after some review but I still have an error. Basically, whenever I pick up the different weapons they no longer update to their specific blendspaces. It seems to always stay in the unarmed blendspace regardless of the weapon I have. Is this enough info for you to point me to an area where I am likely to find a mistake that led to this? I have been going through this video, the simulated physics, and primary/secondary video to work on my weapon system.
Okay, further investigating led me to use a print string for when I pickup a weapon to see what the CurrentWeaponInt was being set to. It keeps printing 0. Any pointers as to where in the code my error could be for this?
Another update in case anybody else makes the same mistake: After adding multiple weapons, I had to update my PlayerAnim BP to: char ref -> current weapons INT (not weapon) -> set weapons INT
Lol, I was watching this series, and find in another one TH-camr setting up of this animations pack. But it was in UE4. I've tried it literally yesterday. And today you showing how to use this pack in UE5😅. I have only one question. I use metahuman, which is not so tall, as basic mannequin. My first tries of retargeting animations was kinda junky. Is there are way to make it fine, or I just need to use metahuman the same tall?
Absolutely. It's probably not the best way to go about it, but you can retarget again from ue5 to metahuman using the retargeter that comes with your metahuman. Take a look at about 10.30 on this video to see the method: th-cam.com/video/-tMxadBifpM/w-d-xo.htmlfeature=shared
As I clearly stated at the beginning, this is built on top of my Weapons System With Simulated Physics Pickups and my Two Weapon System tutorials. th-cam.com/video/MYNFf17ujbo/w-d-xo.html
Im following along from your Weapons creation system with physics, ive created the current weapon (BP WeaponMaster) but i dont get the current weapon int.
@@hordywastaken7755 Sorry, these were created as part of a long-running TFPS series... We created Current Weapon INT in Part 6:
th-cam.com/video/TyIyUHhorRI/w-d-xo.html
@@PitchforkAcademy thank you for your reply, your videos are awesome and have helped me tons! keep up the great work!
SOO HAPPY to have find your video !!!
im new to unreal BPs so maybe its a dumb question but i dont get "Get Current Weapon INT" (5:40) even after casting to third personcharacter and changing the character variable type. what am i missing?
It's a variable he made in the character to correspond to the weapons he has. it's not native.
As stated at the beginning of this video, this is built on top of my weapons system tutorial:
th-cam.com/video/MYNFf17ujbo/w-d-xo.html
@@PitchforkAcademy thanks a lot brother!
@@wr4th_0f_d0g thanks for the reply brother!
Just subscribed!second video what I needed explanation for!
Man, how i make this with motion matching?, because if i conect the "blend per bone" On "result", the "character trajectory" node of Motion Matching dont works, please help me!
Bro tysm for tutorials. I'm trying to make fps game and ur savior with your vids:D
Yes bro gonna start this soon
Hey Pitchfork, I want to first say thank you for your tutorials! But anyways, I don't expect for you to reply but I was wondering if you could help out.
I've created two diffrent enums, first one is the Enum WeaponName, and the second is the Enum ToolName. I connect the Enum WeaponName to the (Layered blend per bone) Blend Poses 0, and connect the Enum ToolName to Blend Poses 1.
As I test it out, only Blend Poses 0 is working, while Blend Poses 1 does not.
Make sure you're calling your enum on the appropriate item. For example, I have an Enum called AnimStates with the following: Unarmed, PistolEquipped, RifleEquipped. On my AnimGraph, I use blend poses (Enum_AnimStates) and connect the corresponding state machines.
I also have this Enum in my character blueprint, as well as my weapon base blueprint.
When I pick up and equip my weapon, the AnimStates Enum from the weapon base sets the pose on the character blueprints. Basically, I set the character Animstat s to be whatever the weapon blueprint AnimStates is.
So if my weapon is set to have the AnimStates of PistolEquipped, then my character will reflect the animation state for a pistol.
I know this was a bit convoluted, but that was the best I could describe it.
Great tut! I am a bit confused about something in general:
If I cast to my character then I always select my BP Char which is named "MainChar". There is also the already created Third Person BP char. If you cast to third person bp char, do you cast to this beginning character or to the parent class? Because in every tutorial from nearly all devs, the character is called third person bp so I cannot see if they are casting to the parent class or to the actual character which is named like that.
I am just wondering because if I now want to create a second bp character is it working too, with everything I set up yet? Or isn't it, because I am casting to "MainChar" everywhere?
This is one of my biggest question marks actually. Would be pretty nice if you could follow along :)
Did you know that you can click on Class Settings at the top inside any BP then at the top right see what the parent class is?
@@PitchforkAcademy Yes I know that. So what should I use if I cast to my char? Cast to "MainChar" or cast to Third Person Character?
@aurustarsia5244 Okay so if you know that, you can go and check what the parent classes of the BPs in question are.
@@PitchforkAcademy Okay thanks 🙏🏼
5:39 I got this error when I put the blueprint current weapon int in metahuman (BP Nakashi Object Reference is not compatible with BP Third Person Character Object Reference) how to fix it with that abimation (
nakashi is the name of my character in metahuman)
Read the error message. What does it say...
For the first person, Instead of creating state machine for each weapon type Are there any methods to retrieve an idle animation from the Data Table and inject it into the Animation Blueprint?
Anyone ?
Can you do a series where you do a simple fps with proper inventory. Would love to see it since I haven’t seen anyone really do it.❤❤ Also do you have a patreon on something?
Simple... with an inventory. Inventories aren't so simple, my guy, but I do hope to do an FPS series (or maybe as one long video). No patreon, but folks can make donations to the channel via the Super Thanks function within youtube if they're so inclined! 🙂
Oh and I am planning to upload an ammunition inventory video in the next week or so, so people get an easy introduction into slightly more advanced ways of storing data. 🤘
5:39 what are you adding there, I don't have it
Oh, Current Weapon INT? It's an integer variable based on enum_WeaponName that we created as part of the Weapons System With Simulated Physics Pickups tutorial (or perhaps it was added at the beginning of Part 6 of the TFPS Series - th-cam.com/video/TyIyUHhorRI/w-d-xo.html)
curentweapon int when you creat that ? and where put it in graph editeur or weapon master pickup ?
@@kids24359 You are better off just watching my new weapons system video:
th-cam.com/video/H_Q57Yso9mM/w-d-xo.html
Very helpful, thanks
Hi and thanks for another great tutorial. I followed your True FPS video series and did it from beginning with Meta Human Character instead of FP/TP Character. So I set the AnimBP already for my Player. Since I watched your videos after your "restart" with meta Human, my character Blendspace is kinda weird after implementing the FireModes and the recreation of the Weapon Pick Up Spawn logic in my PlayerBP. Now I'm watching this video to check whether I can "repair" my character animations (as it was after I used your code from True FPS Series). Now I'm a bit confused, since I already have an AnimBP for my Player (created with you TrueFPS Series) and you show in this video that you set the AnimBP of the ThirdPersonCharacter and not the AnimBP of your Meta Human, can you please briefly explain it to me? I read some comments here and you stated that in "Class Settings" you can see the "Parent Class" - Sorry for that stupid question, I'm a bloody beginner, but does that mean that the TP-Character, where you set the animations in this video, is anyway the parent class of the character Animations and will apply on my Players AnimBP? And many many many thanks to you, that you spend your time to show rookies like me what's coding about (I've learned a lot) :)
I don't really know how to answer you, except for saying no, parent class probably has nothing to do with your problem. It would help if you could be more specific, but I do understand that when you're starting out you don't really know the right question to ask...
@@PitchforkAcademy Hi, really appreciate your fast reply. Yes, it's sometimes hard to ask the right question (especially as non native speaker and a beginner), however you already answered one question, thank you :) So, please give me another try for my actual question: In your video: th-cam.com/video/464ZTJq1ST8/w-d-xo.html we created an animBP for the Player and extend it in the FPS video series with lower body anims, upper body anims, Pistol and Rifle Anims, Hand Sway and so on - In the current video you are setting up the ThirdPerson Character AnimBP - and I don't know why, because we already setup an AnimBP for our Player in your True FP Series. Do I have to extend the existing AnimBP for Player, or does it have a deep sense to do this in ThirdPerson Character AnimBP - Hope this is more clear now and thanks again for your time :)
@@DigeL-el6uo This video you're commenting on has nothing to do with the TFPS series. In fact, we do this in Part 6 of the series anyway.
@@PitchforkAcademy Ok, thanks a lot, this explains a lot..:D
Question: I seem to have all the code done properly after some review but I still have an error. Basically, whenever I pick up the different weapons they no longer update to their specific blendspaces. It seems to always stay in the unarmed blendspace regardless of the weapon I have. Is this enough info for you to point me to an area where I am likely to find a mistake that led to this? I have been going through this video, the simulated physics, and primary/secondary video to work on my weapon system.
Okay, further investigating led me to use a print string for when I pickup a weapon to see what the CurrentWeaponInt was being set to. It keeps printing 0. Any pointers as to where in the code my error could be for this?
Another update in case anybody else makes the same mistake: After adding multiple weapons, I had to update my PlayerAnim BP to: char ref -> current weapons INT (not weapon) -> set weapons INT
Lol, I was watching this series, and find in another one TH-camr setting up of this animations pack. But it was in UE4. I've tried it literally yesterday. And today you showing how to use this pack in UE5😅.
I have only one question. I use metahuman, which is not so tall, as basic mannequin. My first tries of retargeting animations was kinda junky. Is there are way to make it fine, or I just need to use metahuman the same tall?
Absolutely. It's probably not the best way to go about it, but you can retarget again from ue5 to metahuman using the retargeter that comes with your metahuman. Take a look at about 10.30 on this video to see the method:
th-cam.com/video/-tMxadBifpM/w-d-xo.htmlfeature=shared
@@PitchforkAcademy okay, I'll try it. Thank you!
for some reason the aiming animation doesn't start, I don't know why, I did everything according to the instructions and it doesn't work
I think it didn't register my weapon take, how to fix that
Do you have the weapon name enumeration?
@@PitchforkAcademy yes
@@patrikondris442 You must have missed something...
I would recommend creating an enum E_Weapons and using a 'Blend Poses by Enum' node, which makes thing much cleaner. Same functionality.
which all the tutorials I need to use to make it work
Just my weapons system with simulated physics pickups tutorial. 🙂
th-cam.com/video/MYNFf17ujbo/w-d-xo.html
please help the weapon doesn't even show up, it just disappears and I can't even edit the animation
With the small amount of vague information you have given me I wouldn't even know where to begin....
How did you set the current weapon by int??
th-cam.com/video/MYNFf17ujbo/w-d-xo.html
th-cam.com/video/TyIyUHhorRI/w-d-xo.html
I need help I can not fine the pin
What pin?
Did not go over anything with the variables, having a hard time with this and just lack of information given.
As I clearly stated at the beginning, this is built on top of my Weapons System With Simulated Physics Pickups and my Two Weapon System tutorials.
th-cam.com/video/MYNFf17ujbo/w-d-xo.html
👏👏👏👏👏👏👏👏👏👏👏👍👍👍👍👍👍👍👍👍👍