It’s been a minute since I’ve written code. So, I figured that now might be a good time to start learning how to use the Blueprint system in #UnrealEngine. I felt that it’d be interesting to share my progress and mistakes. So here goes!
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1.
Firstly, I made use of the auto-rigging feature in Mixamo to give my character a skeleton. This allows you to use the Mixamo animations for the character in Unreal Engine.
2.
In the Animation Blueprint, I tried to add a punching state to the character. The problem I faced initially was that the character glides while punching. This occurs because multiple states of the animation are active (as their transition conditions are satisfied).
3.
There are a couple of solutions for this:
👉Blending the punch and idle states (character can punch while running) by using the Layered Blend Per Bone node.
👉Disabling input while the punch occurs.
4.
I didn’t like the outcome when I blended the animations. as the hip rotates more than we’d like it to. This leads to the character punching upwards and to the left. This isn’t favorable as the enemy is usually straight ahead. Disabling the input worked way better!