Heads up, guys, in 5.4 they removed the hasrifle boolean from the characters BP, and instead set it in the animBP from the weapon component BP. After retargeting the animBP for your metahuman, go into the weapon component and find the cast to first person arms animBP and swap it for a cast to MH_FirstPerson_AnimBP. You'll also need to change the variable type of FirstPersonAnimBP to an object reference to MH_FirstPerson_AnimBP. 🫶
sorry to bother, but i can't quite seem to figure out what you mean by this... i followed your 5.4 version of part one and then on this one after i retargeted the animations (i even made sure the output animations were the same ones as i see in the tutorial, which i assume was the correct way) and added the grip point to the skeleton, i can't see the gun in first person except for a brief moment when it swings past the screen upon firing the gun. i think i see the cast youre talking about, but i'm not sure *exactly* which AnimBP i'm meant to cast to? there's "f_med_nrw_animbp", "m_tal_nrw_animbp", "MH_FirstPerson_AnimBP", and "RTG_metahuman_base_skel_AnimBP". i've tried a couple of them, but i can't plug any of them in to the "SET" node right after, the one with the HasRifle boolean. if you could let me know what i'm doing wrong it would be appreciated, and thank you for the amazing tutorials :)
@@PitchforkAcademy still getting an error.... i try to plug in the cast output to the "SET" Target, and it says "MH First Person Anim BP Object Reference is not compatible with First Person Anim BP Reference"
for people that experienced the same issue as me among the version differences: if you followed one of the below comments but were not getting the same animations being output after retargetting, you need to select "SK_Mannequin_Arms" as the Source Skeletal Mesh, not "SKM_Quinn"! this will let you choose the correct animations to retarget. then the Target Skeletal Mesh must be "m_tal_nrw_body_preview", and the Retarget Asset should be the "RTG_MannyToMeta". this will retarget the FP_ (first person) animations onto the Metahuman arms, same as in the tutorial.
A god for actually keeping track of what fixes you find or changes you may make off camera on the project. Get lost on so many others. These are easy to learn what I’m actually doing
Small blender tips, you can hold shift to move around with the MMB (instead of clicking the small hand icon), and instead of selecting all verts manualy, hovering one of the vertex of the belly/ancle and pressing "L" will selected all linked verts. Hope this helps :)
I HAVE A SOLUTION IF THE RETARGET ANIMATIONS PART ISNT THE SAME FOR YOU.. So the first thing you need to do is right click the FirstPerson_Anim BP then click Retarget Animations. then change the Source Skeletal Mesh to SK_Quinn. change the Target Skeletal Mesh to the m_tal_nrw_body_preview or whatever one you used. and finally uncheck the Auto Generate Retargeter and for Retarget Assest choose the RTG_ManyToMeta you made then under the animations you have to choose just pick the manny one. it should be orange. then click export animations and pick the folder! I hope this helps leave a reply if it did!
That improved vertical aim its only when the gun is picked, unarmed the animation is very unrealistic and a bit stupid, I'm following the playlist, I hope this will be fixed down the line :) I'm loving this videos, keep the good work :)
Oh, absolutely not. We might do a few things in homage to The Finals, such as create 3 different weight classes, but it's a beast of a game created by a big team lead by former Battlefield devs. I just make beginner's tutorials haha
Found an issue as i followed along and am not getting the same results, (1st time) I feel i missed a step maybe somewhere but cant find where so will have to go back and re trace steps. I have (hopefully) narrowed the difference between my and the video example is when i try and retarget the arms :( I noticed right away at 21:42 retarget Anim yours has a (side arrow) that says duplicate etc mine doesn't have that action it simply has the "retarget animation" when clicked i have a different windows so when clicked the window that opens shows black arms with no target and auto generate is ticked , additionally there is a red triangle saying that "NO Target Mesh assigned " Using Fortnite Humanoid template for source skeleton. so i can select the source SK mesh and the Target SK mesh and unclick the AUTO and then i can change the Retarget asset. as you have done but it apears i have a list of actions i have to select to export. Will work on this today. Any tip help or perspective appreciated.
Hello MizzoFrizzo! Your videos are really great. Im excited to see ehat you do with this series. When you get to the networking side of things, would you be able to talk a little about different options? I would love to know more about how to have dedicated servers, or multiplayers games that can support a decent playercount, like 30
I won't be doing any of that, no. This series is more about replication logic. They are also beginner's tutotials, and I can't encourage beginners to think about using dedicated servers when even huge companies struggle to manage them well.
would you be able to use a model from like mixamo or somthing because i dont want to use a metahuman for my game. if so can you make a tutorial on that? Thanks
Would love to see some advanced weapon animations where the gun uses its own animation blueprint to control its states. Would also love to see how to do this with the face on a metahuman. I am having issues casting to my character from these animation blueprints 😢
I've tried making animBPs for weapons (briefly) and it did not go well. If I work out some better systems for animating guns I'll definitely be making a tutorial about it but it probably won't be part of this series. 🙂
@@PitchforkAcademy After further investigation I found the easiest way I could do it is to make an animation blueprint with an idle pose for the gun along with a default slot. you can then call anim montages on that slot and the gun will maintain it's state after the animation is complete. u can also use notifies within the montages to allow for exact timing of events. Notifies have their own event in the event graph of the weapons animbp.
@sebastienramsay9099 Sounds solid in principle. I don't know why there would be any issue getting a reference to the character though... Also, why would you need it? Why not just play montage from the character BP and 'get anim instance' of the current weapon if you want to set anything within it...? I'm very interested in exploring this more as I do think an advanced solution would be required to get that AAA gun handling feel.
@MizzoFrizzo I'm very new to unreal engine so I'm not very good at getting references yet. I wanted the player ref in the weapon animbp so I could have a bool on my character for bulletInChamber as I'm not sure how I'm going to save the state of the gun after logging off and logging back in again. I would love to see a weapon system 3.0 with an animation blueprint (unless u got smthn better) and would love to know how to properly animate the head along with the body. Just a note for some improvements on the weapon system. (Correct me if u fixed already) when u spawn a weapon, instead of using enum just to change the socket, add the socket (type: name) to the weaponbp. Could also make something about adding optics to a gun aswell as separating the iron sights from the gun. Thanks again for everything you've taught me 🙏
A 5.4 tutorial like the first episode would be nice! Got the FP_Arms retarget to work but now the gun is all sorts of crazy when I hit play. It won't even shoot accurately.
@@spreader5502 It's just in the idle animation because they moved the hasrifle boolean. Don't worry about it just keep going, we fix everything in later parts...
It actually doesn't matter. The only thing that matters is that on each player's instance they experience what feels like the same world. The arms may come forward a little when we start creating some animations, so no need to worry. 🫠
@MizzoFrizzo I feel like it does matter? I can think of two examples. If character rotates on axis of floating hands then u will have the same issue as u did in the true fps where if u turn u won't stay in the same spot. Another one is let's say I'm even further back, would I be able to look around corners without exposing my real body?
Hi, great tutorials they’re possibly the easiest ones to follow that I have found but is there an estimation on when more tutorials in this sires will be released because?
Question, is there a benefit to setting up first person this way over using the third person character and a camera attached to the head socket? Assuming the head bobble is preferred vs static?
Hey! Found this tutorial recently and it has helped alot. I kinda want to not use the meta humans and use my own meshes. Do you know how that could work or what I would need to do?
At 35.47 when the error happened it also gave me this Transition Jump to Fall Loop is using an automatic transition rule but the source Sequence Player 'MM_Jump' is set as looping. Please clear the 'Loop Animation' flag how do i fix that
As of update 5.4, the menu for 21:40 seems to be different. I've tried my best to match things up, but I'm not sure if it's causing the following issue: At 26:25, when I load into the player, the gun only appears for a few frames as I fire it, then seems to return to the characters side (according to the shadow). Can anyone explain?
@doorwayman If you retargeted the animBP that's all that matters going forward. It's not playing the rifle idle anims because of a silly change they made to the template BPs in 5.4... Just keep going and everything will be fixed. 🙂
Hi, i finished this part and as the player you don't see your gun and it shoots from the ground. i checked the grippoint on the TP_body and the gun is on the ground. on the skeletal mesh the grippoint is on the right spot how can i fix this?
@@PitchforkAcademy Its happening to me as well. I've rewatched and followed along 3 times to verify I wasn't just missing something (now I still could be lol) I've noticed though that one major difference I can notice is I'm on 5.4.1 and this is being made on 5.3. Could that be causing the issue? I'm going to keep going over and see if I can locate what's wrong. To add to the information though, the skeleton and preview animations are showing the gun in the correct socket but when trying to play the game it is out of view to the owner and shoots from the floor level.
@@PitchforkAcademyI figured out what is happening. When we changed the FirstPeronMesh with the MH arms, we updated the Anim Class to the "MH_FirstPerson_AnimBP." The weapon component BP is getting the anim instance and casting to the "FirstPerson_AnimBP." we need to update to function to cast to the "MH_FirstPerson_AnimBP." Easy fix and I may have overlooked it in the video? Either way I got it working again on my end! Time to finish the video 😁
@@lukewestfall1186 Hoping I remember correctly what I did was when retargeter came up different I clicked where it says Target skeletal mesh I selected the new one we created then selected one of the animations on the list clicked ctrl A to select all then exported it and it worked Edit: Hope it helps and sorry if it didn't
please let me know if you can figure out how to animate the players head along with their body. I know you can make an animation bp for the head but then I can't find out how to get a reference to the player in the event graph of the head animbp.
Surely you would just want to animate the bone that the camera is parented to. I'll try to include it in the upcoming episode that looks at sequencer and animation. 👍
Pulling at hairs here. I've made it to the *adding socket* "grip point" and now when my character picks up the gun, I can see from the second window I'm holding the weapon, but the weapon does now show up on the bottom right corner. I can shoot but the balls seem to be angled down. Adjusting the "grip point" does not work. Adjusting the "handr" does not work. I could throw the gun horizontal in front of camera and it does not show up and still shoots angled, to the floor. I know I messed up somewhere but I'm out of options
I'm so sorry about this, but I think it's a difference in 5.4 that I failed to address. Please just continue on with the series and it should be fixed, but if you want to try fix it first before continuing please check out the following videos at their respective timestamps: czcams.com/video/fBjMk3FDYGI/video.html (8:39) czcams.com/video/fwEvkjwPdcU/video.html (2:00)
@@PitchforkAcademy don't get me wrong your video is great. I don't know where to back track to figure out what I did wrong lol but I'll continue with the series. When everything is said and done I'll message ya and keep ya up to date with the progress
@gaigelarock3970 Shucks man, you seem real nice... You know for a limited time I'm offering lifetime access to my Discord to the first 150 people who make a one-time payment of $10USD. There's other really nice and really helpful dudes there and it's growing every day. Head over to my Patreon to jump on boardif you'd like: www.patreon.com/MizzoFrizzo
You can get Metahuman Creator and customize. They have limited clothing but if you choose the t-shirt and shorts in a color you like you can remove them later and make your own clothes!
Okay, I did something wrong but I know what I did wrong. I just don't know how to fix it. When the Character 'HasRifle?' it triggers the animation in the view for other players but not for the First Person View. So the player keeps their hands at their side. I know that I don't need to replicate the animation triggers from ABP_Manny but I don't know where I went wrong. If anyone has any ideas or advice I'd appreciate it.
@whatif8741 In 5.4 you just 'retarget animations', select the skeletal mesh you want to retarget onto, and select the animation assets. It's dead easy.
@@PitchforkAcademy The Leaning System is simple, but i dont like it how most of the tutorials it does, maybe u can take a look and come up with a better option?
@@PitchforkAcademy i think what can be an problem here is that we dont have to select quinn at retargeting, it must be the arms otherwise other anims come out. @WingsAndWindsAviation was that an point bringing problems?
This tutorial series is driving me nuts; you're flying through steps without explaining the HOW or WHY we're doing most things. -It's like I'm copying someone's homework.
@PitchforkAcademy It's not that I'm not necessarily liking it, I'm extremely appreciative that someone such as yourself has gone to the trouble of creating this series. I just think you could be explaining things a lot more to give the audience or 'students' more context and understanding of the process during the steps. I genuinely feel like you could be hitting Blender Guru or Unreal Sensei view counts/popularity with this series because you obviously know what you're doing with the software. The only differentiator being the amount of teaching, or lack there of. I think this is a good intermediate series for folks who have experience with this software, but you could easily open it up by going into more detail (within reason of course). It's not like you don't know why you're doing the steps that you are in the series, I just want to know more of the 'why' so I can truly learn and understand the functions to empower my own growth and development with this software. If I'm one of the few giving this constructive feedback, I would venture to guess it's a symptom of laziness on behalf of the community as a whole. People always look for quick fixes and/or project files so they can skip the actual work that goes into something like this. I'm positive you have seen this a thousand times by now; people hearing "It'S eAsY tO mAkE gAmEs NoW" and then they jump in and are immediately discouraged because they don't have a triple A title created in a few days (if they even get a few days in). Personally, I don't want that, I came here to learn from someone who clearly knows what they're doing, not just copy and mimic their screen. I don't think there's anything wrong with what you've created, of course, and again I am truly appreciative of what you have put together. I just think you have an excellent opportunity to put in a little more effort on the teaching side of things to make this a lot more accessible to your audience. If you would be willing to consider refining this series, I would be more than happy to offer my Unreal Engine-ignorant mind to aid in the creation of that, haha. Thank you for understanding this is purely constructive criticism and not an attack or anything. Cheers from Canada!
Hahaha, you seem to have forgotten the rest of the quote "...on the teaching side of things to make this a lot more accessible to your audience.". You're very welcome for the feedback.
My girl is going traveling indefinitely and it's a major bummer, but I am coming to terms with it and have ordered a Quest 2 which is exciting because I can mess around with that and maybe make some VR tutorials. I'm hoping to continue the series very soon... 🙂
does anyone know how to fix this Trying to play a non-additive animation 'MH_MM_Land' into a pose that is expected to be additive in anim instance 'MH_ABP_Manny_C /Game/FirstPerson/Maps/UEDPIE_0_FirstPersonMap.FirstPersonMap:PersistentLevel.BP_FirstPersonCharacter_C_0.CharacterMesh0.MH_ABP_Manny_C_0'
Heads up, guys, in 5.4 they removed the hasrifle boolean from the characters BP, and instead set it in the animBP from the weapon component BP. After retargeting the animBP for your metahuman, go into the weapon component and find the cast to first person arms animBP and swap it for a cast to MH_FirstPerson_AnimBP. You'll also need to change the variable type of FirstPersonAnimBP to an object reference to MH_FirstPerson_AnimBP. 🫶
sorry to bother, but i can't quite seem to figure out what you mean by this... i followed your 5.4 version of part one and then on this one after i retargeted the animations (i even made sure the output animations were the same ones as i see in the tutorial, which i assume was the correct way) and added the grip point to the skeleton, i can't see the gun in first person except for a brief moment when it swings past the screen upon firing the gun. i think i see the cast youre talking about, but i'm not sure *exactly* which AnimBP i'm meant to cast to? there's "f_med_nrw_animbp", "m_tal_nrw_animbp", "MH_FirstPerson_AnimBP", and "RTG_metahuman_base_skel_AnimBP".
i've tried a couple of them, but i can't plug any of them in to the "SET" node right after, the one with the HasRifle boolean. if you could let me know what i'm doing wrong it would be appreciated, and thank you for the amazing tutorials :)
@@nagatwodog9171 MH_FirstPerson_AnimBP
@@PitchforkAcademy got it, thank you! i'll give that a shot
@@PitchforkAcademy still getting an error.... i try to plug in the cast output to the "SET" Target, and it says "MH First Person Anim BP Object Reference is not compatible with First Person Anim BP Reference"
@@nagatwodog9171 Delete the set has rifle and re-add it, then it works fine
for people that experienced the same issue as me among the version differences: if you followed one of the below comments but were not getting the same animations being output after retargetting, you need to select "SK_Mannequin_Arms" as the Source Skeletal Mesh, not "SKM_Quinn"! this will let you choose the correct animations to retarget. then the Target Skeletal Mesh must be "m_tal_nrw_body_preview", and the Retarget Asset should be the "RTG_MannyToMeta". this will retarget the FP_ (first person) animations onto the Metahuman arms, same as in the tutorial.
A god for actually keeping track of what fixes you find or changes you may make off camera on the project. Get lost on so many others. These are easy to learn what I’m actually doing
Small blender tips, you can hold shift to move around with the MMB (instead of clicking the small hand icon), and instead of selecting all verts manualy, hovering one of the vertex of the belly/ancle and pressing "L" will selected all linked verts. Hope this helps :)
I HAVE A SOLUTION IF THE RETARGET ANIMATIONS PART ISNT THE SAME FOR YOU.. So the first thing you need to do is right click the FirstPerson_Anim BP then click Retarget Animations. then change the Source Skeletal Mesh to SK_Quinn. change the Target Skeletal Mesh to the m_tal_nrw_body_preview or whatever one you used. and finally uncheck the Auto Generate Retargeter and for Retarget Assest choose the RTG_ManyToMeta you made then under the animations you have to choose just pick the manny one. it should be orange. then click export animations and pick the folder!
I hope this helps leave a reply if it did!
Thx bro help a lot
@@4tnight702 i meant to put the source skeleton mesh as SK_Quinn my bad
@@PrismX_8 tysm this was driving me crazy :)
@@ismaelmartinez8353 same😭 i was working on it for hours and im a need it to game development and i did this
This needs to be highlighted. Thanks for the advice. It helped a lot!
Please, keep this going, very interesting to watch!
nice! finally i begin to understand how to make multyplayer while still having a first person view! Thanks a lot
i don't have much, but for offering these amazing tutorials and putting up with my bs in the comments
Every little bit helps! Thank you so much!! 🫶
thanks for the great tutorials! looking forward to the rest of the series😀
Thanks for the tutorials man, dont let the complainers get to you, these are great :)
What complaints lol
Moving forward to this part in the play list. Learning so much basics as i go! Part 2 LETS GO! :) Keep up the good work.
That improved vertical aim its only when the gun is picked, unarmed the animation is very unrealistic and a bit stupid, I'm following the playlist, I hope this will be fixed down the line :)
I'm loving this videos, keep the good work :)
Mega tutorial, looking forward to the sequel! Is the goal to make a shooter like in Inrto ?
Oh, absolutely not. We might do a few things in homage to The Finals, such as create 3 different weight classes, but it's a beast of a game created by a big team lead by former Battlefield devs. I just make beginner's tutorials haha
Hello, was just wondering if you plan to continue this series? If so can't wait to see what's next.
Of course
Found an issue as i followed along and am not getting the same results, (1st time) I feel i missed a step maybe somewhere but cant find where so will have to go back and re trace steps. I have (hopefully) narrowed the difference between my and the video example is when i try and retarget the arms :( I noticed right away at 21:42 retarget Anim yours has a (side arrow) that says duplicate etc mine doesn't have that action it simply has the "retarget animation" when clicked i have a different windows so when clicked the window that opens shows black arms with no target and auto generate is ticked , additionally there is a red triangle saying that "NO Target Mesh assigned " Using Fortnite Humanoid template for source skeleton. so i can select the source SK mesh and the Target SK mesh and unclick the AUTO and then i can change the Retarget asset. as you have done but it apears i have a list of actions i have to select to export. Will work on this today. Any tip help or perspective appreciated.
i have the same issue
same here i think it's the update maybe he will do an updated version
Hello MizzoFrizzo! Your videos are really great. Im excited to see ehat you do with this series.
When you get to the networking side of things, would you be able to talk a little about different options? I would love to know more about how to have dedicated servers, or multiplayers games that can support a decent playercount, like 30
Thumbs up this comment if you want dedicated server covered in this series :)
I won't be doing any of that, no. This series is more about replication logic. They are also beginner's tutotials, and I can't encourage beginners to think about using dedicated servers when even huge companies struggle to manage them well.
The hand sliding is honestly more realistic to me
Oh no way dude
Love the videos :) keep up the good work. Would love to see some kind of procedural aiming system.
been trying to make a multiplayer inventory system you should make a tutorial about that bro. good vid👍
would you be able to use a model from like mixamo or somthing because i dont want to use a metahuman for my game. if so can you make a tutorial on that? Thanks
Would love to see some advanced weapon animations where the gun uses its own animation blueprint to control its states. Would also love to see how to do this with the face on a metahuman. I am having issues casting to my character from these animation blueprints 😢
I've tried making animBPs for weapons (briefly) and it did not go well. If I work out some better systems for animating guns I'll definitely be making a tutorial about it but it probably won't be part of this series. 🙂
@@PitchforkAcademy After further investigation I found the easiest way I could do it is to make an animation blueprint with an idle pose for the gun along with a default slot. you can then call anim montages on that slot and the gun will maintain it's state after the animation is complete. u can also use notifies within the montages to allow for exact timing of events. Notifies have their own event in the event graph of the weapons animbp.
only reason I say this is again because I can't seem to get a player reference in my gun or head animation blueprint
@sebastienramsay9099 Sounds solid in principle. I don't know why there would be any issue getting a reference to the character though... Also, why would you need it? Why not just play montage from the character BP and 'get anim instance' of the current weapon if you want to set anything within it...? I'm very interested in exploring this more as I do think an advanced solution would be required to get that AAA gun handling feel.
@MizzoFrizzo I'm very new to unreal engine so I'm not very good at getting references yet. I wanted the player ref in the weapon animbp so I could have a bool on my character for bulletInChamber as I'm not sure how I'm going to save the state of the gun after logging off and logging back in again. I would love to see a weapon system 3.0 with an animation blueprint (unless u got smthn better) and would love to know how to properly animate the head along with the body. Just a note for some improvements on the weapon system. (Correct me if u fixed already) when u spawn a weapon, instead of using enum just to change the socket, add the socket (type: name) to the weaponbp. Could also make something about adding optics to a gun aswell as separating the iron sights from the gun. Thanks again for everything you've taught me 🙏
Thanks!
Wow thank you so much!!! 🫶
Can you please comment your email address so I can give you lifetime access to my Discord? I'll send you the link then I'll delete your comment...
A 5.4 tutorial like the first episode would be nice! Got the FP_Arms retarget to work but now the gun is all sorts of crazy when I hit play. It won't even shoot accurately.
@@spreader5502 It's just in the idle animation because they moved the hasrifle boolean. Don't worry about it just keep going, we fix everything in later parts...
@@spreader5502 I pinned a comment with instructions in case you want to fix it right away. 🙂
@@PitchforkAcademyAwesome. Thank you!
How come the hands on the first person mesh are so far back? Don't we want them to be as close as possible to mesh other players see?
It actually doesn't matter. The only thing that matters is that on each player's instance they experience what feels like the same world. The arms may come forward a little when we start creating some animations, so no need to worry. 🫠
@MizzoFrizzo I feel like it does matter? I can think of two examples. If character rotates on axis of floating hands then u will have the same issue as u did in the true fps where if u turn u won't stay in the same spot. Another one is let's say I'm even further back, would I be able to look around corners without exposing my real body?
@sebastienramsay9099 You make some valid points! We'll move it in a future session. 🙂
it just shows what it will show without the gun rather than with the gun
I love you... rly u made my day
which anim class do you use for the hands that are attached to the camera?
Hi, great tutorials they’re possibly the easiest ones to follow that I have found but is there an estimation on when more tutorials in this sires will be released because?
Maybe after Part 2 hits 1000 views. 😅
@@PitchforkAcademywell we got 1k views ー\_(ツ)_/ー
@theduckter1055 Yeah I'm just going through some stuff at the moment... Hopefully in the next few days I can do it for you guys.
Isn’t there a way to have the characters that are visible to other players be the meta human character
Yes of course there is. I'm saving that for later. 😉
@@PitchforkAcademy nice.
nothing happens when HasRifle? is true
Question, is there a benefit to setting up first person this way over using the third person character and a camera attached to the head socket? Assuming the head bobble is preferred vs static?
There are advantages to both. I'll be doing a multiplayer true first-person shooter series later in the year, so we'll see. ✌️
@@PitchforkAcademy Thanks! Going through this series step by step and I'll certainly do that one as well!
Hey! Found this tutorial recently and it has helped alot. I kinda want to not use the meta humans and use my own meshes. Do you know how that could work or what I would need to do?
Just use your own meshes. Any differences along the way will be up to you to figure out.
At 35.47 when the error happened it also gave me this Transition Jump to Fall Loop is using an automatic transition rule but the source Sequence Player 'MM_Jump' is set as looping. Please clear the 'Loop Animation' flag how do i fix that
@@4tnight702 Uncheck loop animation on MM_Jump.
mizzo i love you but how can you use that blender theme
Haha I've never cared about themes 🙂
how is the gun showing by the way cause in my game the gun isnt and I dont really know why? Do you think you know whats wrong?
i have the same kind of issue.. is see shadows of the gun but cant see it in my hands.. anyone know what went wrong?
As of update 5.4, the menu for 21:40 seems to be different. I've tried my best to match things up, but I'm not sure if it's causing the following issue:
At 26:25, when I load into the player, the gun only appears for a few frames as I fire it, then seems to return to the characters side (according to the shadow). Can anyone explain?
@doorwayman If you retargeted the animBP that's all that matters going forward. It's not playing the rifle idle anims because of a silly change they made to the template BPs in 5.4... Just keep going and everything will be fixed. 🙂
21:50 IK retargeter you are using does not look the same as the one I have in 5.4...
5.4 has automatic retargeting, so just use that instead...
Hi, i finished this part and as the player you don't see your gun and it shoots from the ground.
i checked the grippoint on the TP_body and the gun is on the ground. on the skeletal mesh the grippoint is on the right spot how can i fix this?
Go back over everything and find what you messed up. 🫶
@@PitchforkAcademy Its happening to me as well. I've rewatched and followed along 3 times to verify I wasn't just missing something (now I still could be lol) I've noticed though that one major difference I can notice is I'm on 5.4.1 and this is being made on 5.3. Could that be causing the issue? I'm going to keep going over and see if I can locate what's wrong. To add to the information though, the skeleton and preview animations are showing the gun in the correct socket but when trying to play the game it is out of view to the owner and shoots from the floor level.
@jimothywayne I already checked that this all works in 5.4. I could've missed something but I don't think so. 🤔
@@PitchforkAcademyI figured out what is happening. When we changed the FirstPeronMesh with the MH arms, we updated the Anim Class to the "MH_FirstPerson_AnimBP." The weapon component BP is getting the anim instance and casting to the "FirstPerson_AnimBP." we need to update to function to cast to the "MH_FirstPerson_AnimBP." Easy fix and I may have overlooked it in the video? Either way I got it working again on my end! Time to finish the video 😁
@jimothywayne Oh yeah of course. Stupid cast! You should be able to delete that cast and everything after it...
Why when I download the metahuman it doesn't give me all the files.
No idea
When it came to the Retargeter mine looked very different to yours and I’m now lost on what to do 22:26 Edit: after this comment I figured it out
That’s where I’m at right now, how did you manage? 21:43
@@lukewestfall1186 Hoping I remember correctly what I did was when retargeter came up different I clicked where it says Target skeletal mesh I selected the new one we created then selected one of the animations on the list clicked ctrl A to select all then exported it and it worked Edit: Hope it helps and sorry if it didn't
@@chunter1707hmm not sure if it worked, MH_first person_anime not showing up. I’ll keep fiddling with it thanks!
@@lukewestfall1186 sorry I couldn’t be much help hope you figure it out
can you suggest me how can I improve my knowledge about animation blueprint? I barely know how animation blueprint works and things inside it.
I will record a tutorial just for you, Pikachu! Just give me a few days. 😁
@@PitchforkAcademy idk how to thank you 😭
@@pikachuuuuu02 There's a thank you button 😅
@@PitchforkAcademy I wanna press it too but not earning right now, but I promise when I'll start, I'll press it :)
@pikachuuuuu02 That's okay you don't ever have to press it. 🙂
please let me know if you can figure out how to animate the players head along with their body. I know you can make an animation bp for the head but then I can't find out how to get a reference to the player in the event graph of the head animbp.
Surely you would just want to animate the bone that the camera is parented to. I'll try to include it in the upcoming episode that looks at sequencer and animation. 👍
Pulling at hairs here. I've made it to the *adding socket* "grip point" and now when my character picks up the gun, I can see from the second window I'm holding the weapon, but the weapon does now show up on the bottom right corner. I can shoot but the balls seem to be angled down. Adjusting the "grip point" does not work. Adjusting the "handr" does not work. I could throw the gun horizontal in front of camera and it does not show up and still shoots angled, to the floor. I know I messed up somewhere but I'm out of options
I'm so sorry about this, but I think it's a difference in 5.4 that I failed to address. Please just continue on with the series and it should be fixed, but if you want to try fix it first before continuing please check out the following videos at their respective timestamps:
czcams.com/video/fBjMk3FDYGI/video.html (8:39)
czcams.com/video/fwEvkjwPdcU/video.html (2:00)
@@PitchforkAcademy don't get me wrong your video is great. I don't know where to back track to figure out what I did wrong lol but I'll continue with the series. When everything is said and done I'll message ya and keep ya up to date with the progress
@@gaigelarock3970 I'm saying that I did miss one difference with 5.4. Are you using 5.4?
@@PitchforkAcademy yes sir. 🫡 It's been a pleasure following along with your videos
@gaigelarock3970 Shucks man, you seem real nice... You know for a limited time I'm offering lifetime access to my Discord to the first 150 people who make a one-time payment of $10USD. There's other really nice and really helpful dudes there and it's growing every day. Head over to my Patreon to jump on boardif you'd like:
www.patreon.com/MizzoFrizzo
I like my metahuman but I want my own clothing on the character what should I do?
You can get Metahuman Creator and customize. They have limited clothing but if you choose the t-shirt and shorts in a color you like you can remove them later and make your own clothes!
Okay, I did something wrong but I know what I did wrong. I just don't know how to fix it.
When the Character 'HasRifle?' it triggers the animation in the view for other players but not for the First Person View. So the player keeps their hands at their side. I know that I don't need to replicate the animation triggers from ABP_Manny but I don't know where I went wrong. If anyone has any ideas or advice I'd appreciate it.
It's not you, it's just an annoying difference in 5.4. Keep following the series and you'll see the solution. 😉
@@PitchforkAcademy Thank you! I appreciate you going out of your way to help 😁
I'm in UE5 5.4 and at 21:31 where you click on FirstPerson_AnimBP to retarget and duplicate that isn't there in 5.4. Do you have a solution?
@whatif8741 In 5.4 you just 'retarget animations', select the skeletal mesh you want to retarget onto, and select the animation assets. It's dead easy.
@@PitchforkAcademy Thank you very much.
@whatif8741 Hey you're welcome
@@PitchforkAcademy The funniest thing happened. the gun only comes up when i shoot lol
I'm using 5.3 would I have to update to 5,4 to do the rest of the parts after 1?
5.4* 😆
@dnax1375 Not necessarily. The differences are minimal and I have different versions of Part 1 for 5.3 and 5.4.
Where are you mannn, We Miss you...
I'll be back pretty soon. 🥲
When I imported my meta human I don’t have just arms. His whole body is m_tal_nrw_body 😬 think I messed up
I just downloaded a metahuman in 5.4 to check if they've changed to one mesh and it hasn't changed. Not sure what you've done to get that result!
Hey Mate, its just a question, but can u make a replicated leaning system, that looks nearly like r6 leaning?
I haven't played any Rainbow6 games since I was a kid..
@@PitchforkAcademy The Leaning System is simple, but i dont like it how most of the tutorials it does, maybe u can take a look and come up with a better option?
@SixR6s I would first need to know what methods other tutorials are showing and what end result you were aiming for...
do you have platform where we can talk?@@PitchforkAcademy
@@PitchforkAcademyIf you look up and down with the current leaning system in the true fps the hands will move left and right as you do so right?
please make a 5.4 version of it
I did that already:
czcams.com/video/fBjMk3FDYGI/video.html
@@PitchforkAcademy no like the part 2 one
@@WingsAndWindsAviation It's not necessary.
@@PitchforkAcademy i think what can be an problem here is that we dont have to select quinn at retargeting, it must be the arms otherwise other anims come out. @WingsAndWindsAviation was that an point bringing problems?
@@_Marcel_28 Uhhhh, what?
Hi when will part 3 be up? :)
I'm going through some stuff right now so I don't know. Hopefully in the next 7 days..
at 26:27 when I can't see the gun
@4tnight702 It's because of one of the slight changes they made in 5.4. Just continue with the series and we will fix everything...
hi i have no clue why but i cnat get it to look up and down its just not working
This tutorial series is driving me nuts; you're flying through steps without explaining the HOW or WHY we're doing most things. -It's like I'm copying someone's homework.
@justin7649 Oh I'm sorry you're not liking it. Most of the comments I receive say the exact opposite... 🤷♂️
@PitchforkAcademy It's not that I'm not necessarily liking it, I'm extremely appreciative that someone such as yourself has gone to the trouble of creating this series. I just think you could be explaining things a lot more to give the audience or 'students' more context and understanding of the process during the steps. I genuinely feel like you could be hitting Blender Guru or Unreal Sensei view counts/popularity with this series because you obviously know what you're doing with the software. The only differentiator being the amount of teaching, or lack there of.
I think this is a good intermediate series for folks who have experience with this software, but you could easily open it up by going into more detail (within reason of course). It's not like you don't know why you're doing the steps that you are in the series, I just want to know more of the 'why' so I can truly learn and understand the functions to empower my own growth and development with this software.
If I'm one of the few giving this constructive feedback, I would venture to guess it's a symptom of laziness on behalf of the community as a whole. People always look for quick fixes and/or project files so they can skip the actual work that goes into something like this. I'm positive you have seen this a thousand times by now; people hearing "It'S eAsY tO mAkE gAmEs NoW" and then they jump in and are immediately discouraged because they don't have a triple A title created in a few days (if they even get a few days in). Personally, I don't want that, I came here to learn from someone who clearly knows what they're doing, not just copy and mimic their screen.
I don't think there's anything wrong with what you've created, of course, and again I am truly appreciative of what you have put together. I just think you have an excellent opportunity to put in a little more effort on the teaching side of things to make this a lot more accessible to your audience.
If you would be willing to consider refining this series, I would be more than happy to offer my Unreal Engine-ignorant mind to aid in the creation of that, haha.
Thank you for understanding this is purely constructive criticism and not an attack or anything.
Cheers from Canada!
@justin7649 lol "put in a little more effort". Thanks for your feedback. Have a good one. ✌️
Hahaha, you seem to have forgotten the rest of the quote "...on the teaching side of things to make this a lot more accessible to your audience.". You're very welcome for the feedback.
Hey, just wondering how everything is going?
My girl is going traveling indefinitely and it's a major bummer, but I am coming to terms with it and have ordered a Quest 2 which is exciting because I can mess around with that and maybe make some VR tutorials. I'm hoping to continue the series very soon... 🙂
@MizzoFrizzo sorry to hear that, I'm glad you've found some light in the tunnel. I can't wait for some new content :)
@sebastienramsay9099 I'll be just fine, so don't worry there'll be content for years to come (as well as games I intend on releasing). 😁
@@ss_ramsay Thanks for asking... How are you, my guy?
does anyone know how to fix this
Trying to play a non-additive animation 'MH_MM_Land' into a pose that is expected to be additive in anim instance 'MH_ABP_Manny_C /Game/FirstPerson/Maps/UEDPIE_0_FirstPersonMap.FirstPersonMap:PersistentLevel.BP_FirstPersonCharacter_C_0.CharacterMesh0.MH_ABP_Manny_C_0'