Part 5: • Creating Sequences wit... Part of a longer series. Link to full Playlist: • Downloading Mixamo Ani...
Пікірлер: 31
@hungquangphan7 ай бұрын
Short and to the point. Thank you so much!
@ConcreteJungleGames3 жыл бұрын
Thanks for your tutorial, I managed to get my scene working how I wanted thanks to you, cheers!
@achillesmaziotisvasileiou9309 Жыл бұрын
Thank you man , After 3 Years and Unreal Engine 5 :)
@ZarconVideo3 жыл бұрын
this was great thanks
@dqdatached70403 жыл бұрын
Thanks
@Phoenix-gz9xb4 жыл бұрын
This is the closest to help ive gotten so far in my situation. Trying to create a scene where you hit a button and a bridge drops.
@praveencrypty79023 жыл бұрын
Create a Sequence Dropping the bridge using a sequencer and then activate the sequence with event trigger on the button.
@novaria3 жыл бұрын
nice
@chloehurrell5318 Жыл бұрын
What if the NPC was not static prior to the trigger box? Like if his leg was kicking or it was coughing for example, and someone went into the trigger box it would not blend well. Is there a way such that no matter what the NPC was doing prior to the trigger box it will transition more seamlessly?
@NicoAlfonso3 жыл бұрын
Hello and thanks for the tutorial! Can you tell me how to trigger the sequencer play by sending a midi note? Or assign the start of a specific event to each single note? I have an Akai APC20
@metalac1903 жыл бұрын
I've actually never tried to use MIDI to drive Blueprints, but that sounds like an interesting idea. I did a search and found something like this: kzfaq.info/get/bejne/g8yhd9Vz2KqRo6c.html I would try to use some of the techniques in that video, but Play() a Sequencer object in your level when you receive it... but that's just my best guess. You may have to create a Sequencer as a variable, and give it the specific level one to play in your level, if you can't put the examples in that video in the Level Blueprint
@NicoAlfonso3 жыл бұрын
@@metalac190 thanks!
@AubryMunana8 ай бұрын
Great video! what if i wanted to activate the animation with a keyboard tap, what should i do?
@acdev70278 ай бұрын
You'd just replace that red 'OnActorBeginOverlap' node at 1:32 with an Input Event (just look under the Keyboard events category when you right click in the Blueprints Event Graph). Search for Q key or something and swap that red node in for OnActorBeginOverlap and it shoudl work.
@coypucars3 жыл бұрын
Could anyone help? My animation just loops over and over even when i am out of trigger field.
@jonssu00002 жыл бұрын
you need to cast the trigger box collosion event to to your thirdpersoncharacter so that means only when your player overlappes the box it can activate. otherwise it won't activate.
@glenn3646 Жыл бұрын
can 1 triggerbox open 2 doors at the same time? I have 1 folding door that open in 2panel that go on the side, do I need to put 2 triggerbox instead or there a something that I can put in the blueprint?
@glenn3646 Жыл бұрын
cool i use a sequence a boom it open like i want it😁
@HimansuGanguli Жыл бұрын
hello, how to do the same for vr?
@jessilili1003 жыл бұрын
Can you tell me how I can play the hole animation? (When finished -> play again) I dont want to do that once but multiple times. :) An you tutorial helps a lot 👌
@metalac1903 жыл бұрын
Sure. You should be able to set the LevelSequence actor (when you click on it in the scene) to 'Loop Indefinitely'. It's not letting me post an image here, but just click the LevelSequence actor, look in Details for a tab called Playback (on the right) and look for a setting called 'Loop'. Change that to 'Loop Indefinitely' and it should do what you want. Keep in mind this will replay the entire getting up sequence, but if you wanted to just loop the walking part at the end you could either just start a separate sequence after in the blueprint or something like that.
@acdev70273 жыл бұрын
@@metalac190 Aaaand I keep forgetting to switch back to my main account, but the above reply is from me.
@jessilili1003 жыл бұрын
@@acdev7027 hha this happens when you have several accounts. Thanks for the quick answer I have solved the problem :)
@adambreen32114 жыл бұрын
how do you return the player to normal animation state after the trigger animation plays
@metalac1904 жыл бұрын
Not quite sure what you mean. The player's animation state shouldn't be changing, but for the monster you may want to trigger an idle after he gets up. If you wanted to do that, you could put multiple animations in a Sequencer track, then just trigger that, instead of doing one at a time. If you wanted to build off this example, you could also call an event when this animation is finished, and play the Idle animation the same way, once this one finishes. I think I show how to do a Sequencer version in the part 5 video. Hope that helps!
@metalac1904 жыл бұрын
Oh whoops, I should mention I made this reply on a different account!
@simondelguste7 ай бұрын
Hello everyone ! I'm fairly new to this but I was wondering : is there a way to trigger an animation but on the third person character player ? I'm doing a FirstPersonView with the ThirdPerson view and I was wondering if I could trigger an animation I made let's say with player's hands covering the camera, etc... Thank you so much for your time and answers. Best regards !
@brandonsharp14953 ай бұрын
Yep the only thing you need to do differently after the initial animation, add on a second portion that returns him to the original state.
@simondelguste3 ай бұрын
@@brandonsharp1495 Oooh I see !! Thank you so much for your answer, I’m gonna try that !
@hocestbellumchannel Жыл бұрын
Hey there. Is there a simple way to trigger animation for multiple characters? For e.g., if I have 100 characters, is there a more straightforward way to trigger an animation other than manually inserting each character instance into the level blueprint?
@acdev7027 Жыл бұрын
Hmm if you wanted to do something on that scale, you'd probably want to handle all your logic in its own Blueprint. You wouldn't want to handle that number of characters in a level BP. Have each one look inwardly for how to handle its own animation, but how you implement that will be different from this tutorial.