Updates for UE5 - Available from UE5.4 version or higher - Project based on UE5 third-person template - Changed animation for Manny - Demo : drive.google.com/file/d/1yTBDSzx6LoPcZV6scVTHyoiE-geZ9af0/view?usp=drive_link
That's one of the best systems I've worked with so far, but as of the latest version, I'm getting a weird issue on UE 5.4. I setup my custom character as usual, I drop in the character movement BP into my 3rd person character, add the class variable, add the required events and blueprint nodes to my anim BP, and for some reason, the zones for ladders and climbing walls don't react, and I get "finding none when trying to access..." errors on the zones BPs. Any advice? Funny thing is, when integra5ing the UE4 version into my UE5 project, everything works... except for the enter and exit montages not being triggered.
Unfortunately, my development computer is broken, so I can only answer the questions based on my memory. Please check whether the return of BP_CustomMovementComponent is implemented in the CustomMovementCharacter interface. If the montage animation does not start, please check whether the slot for the montage animation is CustomMovement. If the problem is not resolved, please send a project that reproduces the problem to uouogu@hotmail.com. However, you will need to wait for a response until I reconfigure my development computer. This process will take 1-2 weeks. Thank you.
@@이주식-r5r quick question: is the return in BPI_CustomMovementCharacter supposed to have BP_CustomMovementComponent implemented as an input or an output? Right now the return node does not have BP_CustomMovementComponent at all, it's just CustomMoveZone and immediateEntryRequired as input vars, and the default ReturnValue as output.
@@FabioBasileVFX Isn't there a GetCustomMovement() function in the BPI_CustomMovementCharacter interface? Can you send a screenshot of your character blueprint to uouogu@hotmail.com? I am unable to analyze or check anything due to my computer malfunction. So I need more information about your implementation.
Hello, I got it semi working with ESRPG V5. The enter/exit animations work but once the climbing/ledging starts the animations goes back to Standing IDLE while its moving upwards or downwards. Any clue what I may have missed? Below is the video of for your reference. Thanks! th-cam.com/video/SKEWPBqRpjE/w-d-xo.html
There is a CustomMovementAnimClass variable in BP_ExampleCharacter. The class for CustomMovement animation is set in that variable. And in the OnStartCustomMovement and OnEndCustomMovement events, the CustomMovement animation is dynamically linked through the LinkAnimClassLayers and UnlinkAnimClassLayers functions. Please retarget the ABP_CustomMovement_Manny asset to the character of ESRPG V5. And change the CustomMovementAnimClass value to the retargeted AnimBlueprint class.
Updates for UE5
- Available from UE5.4 version or higher
- Project based on UE5 third-person template
- Changed animation for Manny
- Demo : drive.google.com/file/d/1yTBDSzx6LoPcZV6scVTHyoiE-geZ9af0/view?usp=drive_link
That's one of the best systems I've worked with so far, but as of the latest version, I'm getting a weird issue on UE 5.4. I setup my custom character as usual, I drop in the character movement BP into my 3rd person character, add the class variable, add the required events and blueprint nodes to my anim BP, and for some reason, the zones for ladders and climbing walls don't react, and I get "finding none when trying to access..." errors on the zones BPs. Any advice?
Funny thing is, when integra5ing the UE4 version into my UE5 project, everything works... except for the enter and exit montages not being triggered.
Unfortunately, my development computer is broken, so I can only answer the questions based on my memory.
Please check whether the return of BP_CustomMovementComponent is implemented in the CustomMovementCharacter interface.
If the montage animation does not start, please check whether the slot for the montage animation is CustomMovement.
If the problem is not resolved, please send a project that reproduces the problem to uouogu@hotmail.com.
However, you will need to wait for a response until I reconfigure my development computer. This process will take 1-2 weeks.
Thank you.
@@이주식-r5r I HUGELY appreciate your response! I'll make sure to go through your suggested checklist. Thanks!
@@이주식-r5r quick question: is the return in BPI_CustomMovementCharacter supposed to have BP_CustomMovementComponent implemented as an input or an output? Right now the return node does not have BP_CustomMovementComponent at all, it's just CustomMoveZone and immediateEntryRequired as input vars, and the default ReturnValue as output.
@@FabioBasileVFX Isn't there a GetCustomMovement() function in the BPI_CustomMovementCharacter interface?
Can you send a screenshot of your character blueprint to uouogu@hotmail.com?
I am unable to analyze or check anything due to my computer malfunction.
So I need more information about your implementation.
@user-ng3ur8yf1u yes, the input of GetCustomMovement is a reference variable of BP_CustomMovementComponent
Hello, I got it semi working with ESRPG V5. The enter/exit animations work but once the climbing/ledging starts the animations goes back to Standing IDLE while its moving upwards or downwards.
Any clue what I may have missed?
Below is the video of for your reference. Thanks!
th-cam.com/video/SKEWPBqRpjE/w-d-xo.html
There is a CustomMovementAnimClass variable in BP_ExampleCharacter. The class for CustomMovement animation is set in that variable.
And in the OnStartCustomMovement and OnEndCustomMovement events, the CustomMovement animation is dynamically linked through the LinkAnimClassLayers and UnlinkAnimClassLayers functions.
Please retarget the ABP_CustomMovement_Manny asset to the character of ESRPG V5.
And change the CustomMovementAnimClass value to the retargeted AnimBlueprint class.
LFG