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[Solved] Reload Animation not synced

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7f7a6751ff9b74cb2fc8fa28b44e137b
(@hellblazer19850)
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Hello! So I was able to successfully retarget the animations to the UE5 skeleton for first person. I implemented my own animations but the reload character and weapon animations are slightly out of sync. Has anyone else encountered this. 



   
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Hosna
(@hosna)
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Posted by: @hellblazer19850

Hello! So I was able to successfully retarget the animations to the UE5 skeleton for first person. I implemented my own animations but the reload character and weapon animations are slightly out of sync. Has anyone else encountered this. 

Hey, After retargeting, in the weapon Data Asset, set the following animations to a Rate Scale of 2. This should synchronize them with the weapon's reload animation.

-CharacterReloadFP
-CharacterReloadFP-Shadow


This post was modified 1 week ago 2 times by Hosna

   
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7f7a6751ff9b74cb2fc8fa28b44e137b
(@hellblazer19850)
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Topic starter  

@hosna Understood. That doesn't seem to work. The character arms and weapon anims are from the same set so they should sync at 1. Is there something in the code causing this delay?



   
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Hosna
(@hosna)
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@hellblazer19850 Inside the framework, the weapons reload animations were originally designed to match the third-person character reload animations. For the first-person setup, their Rate Scale inside montages was adjusted to keep them synchronized.

If you're using a matching animation set for both the weapon and the first-person arms, they should stay in sync as long as both animations use the same Rate Scale.

I checked the reload section in blueprint codes, and everything looks correct on the framework side. As a quick test, Try another animation set to see whether the issue persists, and I'm also curious to see how it behaves with the non-retargeted version. Also, is this happening with only one weapon, or does it happen with all weapons? Let me know the results, and I'll be happy to investigate it further 😊


This post was modified 1 week ago 3 times by Hosna

   
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7f7a6751ff9b74cb2fc8fa28b44e137b
(@hellblazer19850)
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Thank you for your assistance. I tried it with the UE4 and UE5 retargeted skeleton and it's the same result. Also does it to another weapon asset from the same animator. I've attached a video showing it in the modern horror framework as well as the original project working correctly. 

Original (In sync)

Out of sync.



   
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Farshad
(@farshad)
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@hellblazer19850 Hi, this time it's Farshad here. 😀 

Thank you for sending the video and for providing those additional details.

There is a possibility that the issue is related to sockets or to how the weapon is being attached in the original implementation. Would it be possible for you to send us the original package that includes the animations and the associated logic? You can do so using the Contact form located in the top menu.

We'd like to take a closer look and see whether the creator has implemented any specific setup or workflow that might be causing this behavior when integrated into the framework.

Thank you!


This post was modified 1 week ago by Farshad

   
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7f7a6751ff9b74cb2fc8fa28b44e137b
(@hellblazer19850)
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@farshad Sounds good. Here's a link to the anim pack. Did you want me to send you the anims in fbx format? I will say that they usually attach to the ik hand gun socket but in the Modern Horror Framework I attach it to the default pistol socket and I'm not sure that would affect the animation speed. 

HandgunPack

 



   
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7f7a6751ff9b74cb2fc8fa28b44e137b
(@hellblazer19850)
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@farshad Update: I figured it out. It was something to do with the anim montages in the anim pack. They were set to different rate scales in the montages for some reason and not the animation sequences. Once I switch to montages it works fine. Thank you for your help!



   
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Farshad
(@farshad)
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@hellblazer19850 Glad you figured it out! Thanks for sharing the solution; it may save someone else a lot of debugging time in the future 👍


This post was modified 6 days ago by Farshad

   
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