Thank you i will try
@farshad This is the issue that i have been having as well. One problem with editing the animation at runtime, is it can only be done on the idle animation. If the weapon is off while aiming, you cant stay aiming with the character and eject from the game camera without the character going back to idle
@ben4886 Hey Ben, go into the character class and input sections and temporarily prevent it from exiting aim mode, basically disable the part that cancels aiming. Once you’re done, you can enable it again.
Hey guys, where I can set the distance between AI and player before playing AI's attack montages? I'm using non standard skeleton that is quite large and I'm using child blueprint that I've inherited from bp_monster. Everything works great except that I want AI to play attack montage earlier, because it misses the attacks if it stands too close to player. Thanks in advance.
@commancho You can find it in BTT_FollowPlayer. there you can adjust the Acceptance Radius field. I’ve attached an image, If you have any questions, feel free to ask anytime 😊
Can someone help me with this weird metahuman bug, i see that in the tutorial video for adding metahuman it stays the same way, any suggestions for how to fix this?
@san-bruno I’m not an artist myself, but I think it might be related to LOD. I’ve noticed this in one of my MetaHumans, but my other metahumans dont have this issue. @ben4886 and the others who are using MetaHumans, do you have any idea about this? 😀
@farshad @san-Bruno Hi, yeah this is most likely a LOD issue.
you need to play around with the LOD Sync settings, and the LOD level on the clothings. Try setting them both to 0 and see how that goes
@ben4886 Thanks a lot for the suggestion, really appreciate it!
@san-bruno Could you please try adjusting the LOD Sync settings and the clothing LOD levels and let us know if that fixes the issue?
Ok, i found the problem. In the LODSync component from the Metahuman, the Index(0) at "Components to Sync" tab is named "Body", just change it to "SM_MetahumanCharacter".
I'm going to be setting up new anims for the weapons, like the reload ones. Can you advise were best to set it up? I think i will need to make an array in the WeaponMaster - Reload active weapon, to determine which weapon is being reloaded, then in the anim montage, add things like new magazines to hand sockets etc
@ben4886 Yes, inside the BP_WeaponMaster class we already have the default weapon animation variables in animation category. You can set your reload animation there. This is the best place to add any new animation or montages variables.
You can either use a single variable or, if you have a lot of animations, you can make an array. but I think You don’t really need an array for reload unless you have multiple different reload animations per weapon. Also, the ActiveWeapon variable in AC_Interact can be used to determine the currently equipped weapon, and from there you can access and control its animation variables.
Hi, I'm currently working to add my metahuman to the metahuman class in CSHF. I've been able to follow all tutorials and documentation up until now. Everything "works" but my metahuman is warped and as far as I've gotten is that it might be the retargeter? I'm so lost on figuring out how to keep it all in proportion. Any help would be greatly appreciated! Thank you!
