Last seen: Nov 14, 2026
@criss1818 1. It depends! Some animations need to be played as blend animations using LayeredBlendPerPose, but if that's what you're looking for, then...
@iamry4ndee That's because we also have BS_Neutral_AO here, which controls the character's ability to look around as the camera moves. It's activated ...
@criss1818 Let me explain a bit more about how the animation system works in the framework; maybe this will make things clearer.In the framework, the ...
@iamry4ndee The logic responsible for looking at nearby items is handled in the UpdateHeadRotation function inside ABP_SandboxCharacter. Is it possibl...
@criss1818 Have you made the changes you mentioned inside ABP_PlayerCharacterMetahuman, under Overlay-> Third Person View->TP?Because if you con...
@criss1818 Let's start with your last question!To control the aim offset rotation when the pipe is equipped, open your character's AnimBP and look for...
@criss1818 Hey! In ABP_SandboxCharacter, you can disable BS_Nuteral_AO whenever needed. It controls the character's ability to look around as the came...
@ben4886 Perfect, I am happy you were able to fix it.
@criss1818 Regarding the Grab & Bite animations, we've already fully updated both the player and zombie animations to the UE5 Skeleton in the late...
@ben4886 You only need to add one Anim Notify named N_BulletCasting to the firing animation. You can find this notify in the existing Blueprints for r...
@criss1818 You can use AC_Health on your character and call the GetHealth function to retrieve the current health value. If you want to create another...
@ben4886 Yes
@ben4886 You need to create a separate BulletCasting BP for each weapon, then assign it in the weapon's data. Bullet.png
@criss1818 For melee weapons, a quick way is when the enemy receives damage, you just need to check which weapon the character used. For example, if i...
@rozhkovskyproduction Yes, unfortunately, the last stream was deleted by mistake. I am planning to do more streams whenever I get the chance 🙂...