Lyra Series How To Create Walk Run Sprint Anim Unreal Engine UE5

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  • เผยแพร่เมื่อ 9 พ.ย. 2024

ความคิดเห็น • 11

  • @Istarsiva
    @Istarsiva 10 หลายเดือนก่อน

    Nice vid! Lyra is underrated.

    • @tango-alpha-dev
      @tango-alpha-dev  10 หลายเดือนก่อน

      Thank you, and I agree, Lyra is pretty awesome

  • @davy4842
    @davy4842 10 หลายเดือนก่อน +1

    Let’s go !

  • @austinscottful
    @austinscottful 10 หลายเดือนก่อน

    Thanks for making this video. Looking forward to the rest of the series.

    • @tango-alpha-dev
      @tango-alpha-dev  10 หลายเดือนก่อน

      Thank you, and there is absolutely more to come!

  • @Nunya-beezwacks
    @Nunya-beezwacks 6 หลายเดือนก่อน

    Great video, i cant even follow along tho as you haven't explained how to just "Pull from ads" or whatevr XD

    • @tango-alpha-dev
      @tango-alpha-dev  6 หลายเดือนก่อน

      Sorry you were not able to follow along. Let me try and help with at least the first part you mentioned.
      The "Pull from ads" is in reference from pulling the pin connection from the blueprint node. I am pulling from the "GetMainAnimBPTThreadSave.Gameplay Tag is ADS" node. That can be found in one of two ways. First you can copy it from the "Update Idle Anim" function, or you can create a new node by right clicking and typing "property access" and finding the right node under the Variables tab. From there click on the "Bind" selection in the node to bring up the drop down menu. Hover over the "GetMainAnimBPTThreadSave" with the arrow and you will find the "Gameplay Tag is ADS" there.
      I hope that helps. If you have any other questions just let me know. Cheers

  • @thuchoang2755
    @thuchoang2755 8 หลายเดือนก่อน

    Bro, I can't bind GetmainAnimBPThreadSafe.Displacement.Speed
    How to get that?

    • @tango-alpha-dev
      @tango-alpha-dev  8 หลายเดือนก่อน

      You can find that by right clicking in your BP Graph and type Access. The Property Access Node should be found under Variables. With that node in the graph, click on the bind drop down. You should see the category Functions and two GetMainAnimBPThreadSafe lines. One that you can expand with the > symbol. under that you should see Displacement Speed about two thirds the way down between Local Velocity Direction No Offset and Has Velocity. Let me know if you find it.
      If you cannot find it there, you could be able to copy that node from the FullBody_StartState or Fullbody_CycleState function in the Animation Layers category. It should be plugged into the Stride Warping Node between the Orientation Warping and Component To Local nodes.

  • @BenderBendingRodriguezOFFICIAL
    @BenderBendingRodriguezOFFICIAL 9 หลายเดือนก่อน

    Bro this is absolutely useless unless you explain where you got the GetIsWalking blueprints from.

    • @tango-alpha-dev
      @tango-alpha-dev  9 หลายเดือนก่อน

      Do you mean the getiswalking function? If so, I show that at 1:24. Let me know if that is it or if you have any other questions.