UE5 Character Locomotion Tutorial 12 | Distance Matched Pivots

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  • เผยแพร่เมื่อ 6 ก.พ. 2025

ความคิดเห็น • 18

  • @paynedanger1925
    @paynedanger1925 ปีที่แล้ว

    Love your tutorials! I just wanted to add a quick tip! Instead of checking & unchecking enable root motion (26:30ish minute mark), I found it easier (if you have root motion enabled animations) to hit the character drop down on the animation scene, under Scene Elements, go to Animation, and set the loop & reset box under root motion to true. Then you can set it and forget it while working through the animation sets. 😀 Happy developing!

  • @welk0metohell
    @welk0metohell ปีที่แล้ว +5

    Awesome! Can't wait for jumping and crouching!

  • @Pulciu
    @Pulciu 29 วันที่ผ่านมา

    I wanted to try and find a solution where we can select the correct animation inside the OnRelevant function and not have to keep checking it in the OnUpdate one. Here's how I did it:
    I have an Enum called Acceleration Direction which has F, B, L and R as its values. I have 2 variables in the base ABP called AccelerationDirection and LastFrameAccelerationDirection. Using the Acceleration Angle, I calculate these two variables inside the BlueprintThreadSafeUpdateAnimation function. In the PivotAlias to Pivot transition, I added one additional condition, where I compare the two variables and allow the transition to happen only if they're equal. This makes it so we don't go into Pivot during the first frame of the acceleration change, but the second, where it's safe to calculate inside the OnRelevant function which pivot animation we should use.
    In addition, I changed the transition rule for going from Pivot State A to B (WantToPivot) so that it happens only if AccelerationDirection and LastFrameAccelerationDirection do not equal AND if the dot product between the Velocity and Acceleration is less than -0.5 so that this rule doesn't get triggered if the direction change goes from F to L for example, only from F to B or L to R and vice-versa.
    From my tests, this seems to be working well.

  • @gamejamreject
    @gamejamreject ปีที่แล้ว +7

    will you go over how in lyra they use another anim bp for the weapons so its thread safe?

  • @MrMrPinguin
    @MrMrPinguin ปีที่แล้ว +4

    🤯❤

  • @ericdrob
    @ericdrob 8 หลายเดือนก่อน

    this series is so good!

  • @JaviC77
    @JaviC77 ปีที่แล้ว +4

    Thank you very much for the videos, they are very useful to me :)
    Could you make a video of the things that would change to configure the Character and AnimBP for the NPCs?
    Where have you learned so much about Unreal?
    Can you recommend some Unreal training to learn it in an advanced way?
    Thank you!

  • @seanmcbride-o3f
    @seanmcbride-o3f 5 หลายเดือนก่อน

    would regular turning animations work for the spinning animations section if I don't have the UUS anim set? Oh, and this is the best tutorial I've done so far. I'm only a few months in, and this is shedding light on a lot of things for me. Thanks to the author!!!!!!

  • @mpbolton
    @mpbolton ปีที่แล้ว +2

    Great tutorials. But why can't the orientation warping and leans be applied at the Pivot_SM state level instead of doing it twice in states A and B?

  • @_sachintha_nimesh_
    @_sachintha_nimesh_ ปีที่แล้ว +4

  • @dsadsdsad-vj9ce
    @dsadsdsad-vj9ce ปีที่แล้ว +1

    Great series, can you explain this part 33:12

  • @trotty-4257
    @trotty-4257 4 หลายเดือนก่อน

    my pivot anims aren't even showing, just a hickup in the characters feet but the animations seem to be playing so fast i dont even notice

    • @xaby996
      @xaby996 3 หลายเดือนก่อน +1

      lower acceleration & braking acceleration

  • @DiscsGallery
    @DiscsGallery 11 หลายเดือนก่อน +2

    I cant find the fast feet blend profile in my version ue5.3.2 is there an alternative?

    • @ericdrob
      @ericdrob 8 หลายเดือนก่อน +1

      same

    • @xaby996
      @xaby996 3 หลายเดือนก่อน

      Same. Going to ignore it and see what happens.