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The Animation map provides several examples on how animation can be applied to an Actor through one-off or looping events, how to call an animation through a Blueprint , or define behavioral type sequences through Animation Blueprints . This map also demonstrates how a Blendspace can be used to blend between movement directions and how a AimOffset can be used to have a Actor rotate smoothly between Pitch and Yaw values. Other aspects covered include setting up IK for both Hand IK and Foot IK , the impact Root Transformation has on character movement as well as a fully playable 3rd person character!
The
PhysicalAnimation
map has two sections in it which show how the
Physics Blend Weight
node can be used to apply physics to an animation at a specific location of a
Skeletal Mesh Actor
. This is useful if you are looking to blend between raw animation and physics or if you are looking to generate physics based hit reactions for Actors.
Animation Map
Below are the examples provided inside the Animation map:
Example |
What is Demonstrated |
---|---|
A SkeletalMeshActor that is set to play an AnimationSequence asset assigned through the Details panel of the Actor (e.g. Actor loops and performs jumping jacks). |
|
Two examples are shown: one where a Blueprint is used to tell an Actor to play an animation, the other shows an Animation Blueprint which tells the Actor to play an animation (e.g. this example shows how to pass a variable from a Blueprint to an Animation Blueprint and demonstrates blending from an existing pose to a new animation). |
|
How a Locomotion BlendSpace can be used to blend an Actor's movement in different directions and at different speeds (e.g. an Actor is shown blending between walking/running backwards, forwards, left, and right at different speeds). |
|
An AimOffset is showcased which will allow you to control and blend between different poses for aiming along Yaw or Pitch values (e.g. an Actor is shown blending between various aiming positions). |
|
Playing an Animation Montage from a Blueprint as well as blending into/out of the animation is shown (e.g. an Actor blends between an aim pose and throwing punches). |
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An animation that has a Curve Float Track added which blends between two morph targets (e.g. the result is an Actor who's nose increases in size then returns to normal). |
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How to modify a bone of a SkeletalMeshActor during an animation inside the AnimBlueprint with a Curve Float Track (e.g. an Actor's head blends between a small/large head). |
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Setting up Inverse Kinetics (IK) inside the Blueprint of an Actor for both foot IK and hand IK (e.g. an Actor who adjusts their feet along stairs and a Character who's hands deform when hitting a wall). |
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Enabling Root Motion Transformation and how it impacts collision when animating a Character (e.g. a Character without Root Motion Transformation loses their collision and walks through a box, while a Character with Root Motion Transformation enabled, keeps collision and moves around the box). |
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A third person controllable Character employing an Locomotion BlendSpace and an AimOffset (e.g. a playable version of the Owen Character is provided here). |
PhysicalAnimation Map
Below are the examples provided inside the PhysicalAnimation map:
Example |
What is Demonstrated |
---|---|
The use of Physics Blend Weight is applied to three Actors, each is set to blend below different bones of the Skeletal Mesh (e.g. having physics applied to an animation below a specified bone in the Actor). |
|
Using a Physics Blend Weight with an Impulse node to generate a Hit Reaction at the point of impact (e.g. the Actor responds to location specific damage and plays an impulse reaction while running). |