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Add FPP arms and TPP mesh to renee your Character — | Frvistoprint’ Upto 50% off ory cote I've described how to move assets from Shooter Game Example, To complete this tutorial you will need to move Animations and Characters folders to your project. This Tutorial has been created using Unreal Engine 4.8.2 First ofall Ilwrite down what | would like to achieve: + Lwant to have animated hands attached to my first person character (which is GameplayPlayerCharacter in this case), + Hands should be aiming where I'm aiming and have idle animation, + Ifcamera will be outside of my character | will see entire TPP mesh, * Character mesh should have idle animation, + want to see my aiming from TPP mesh as well Basically | wasn't able to find a package with animated hands and character mesh, That's why Iwill use assets from Shooter Example. You can find separated hands in Unity Asset store Fixing assets after importing. ‘There is a couple of issues after copying assets to our project. Let's deal with Materials, ~ create new material like this: Name it M_Player and assign to HeroTPP and HeroF PP meshes. Now we aren't foc Zon graphics side so let's leave it like itis. Later Iwill explain how to make this material better. Let's move to HeroFPP_AnimationBlueprint and delete every variable and everything from AnimGraph and EventGraph. Do the same with HeroFPP_AnimationBlueprint. They should be clean without any functionality because Shooter Game uses C++ to drive ShooterCharacter which we don't have here. GameplayPlayerCharacter adding hands and TPP mesh, (Open GameplayPlayerCharacter and in viewport lets update/add components: aps Up to 50% off business essentials Yuistoprine ESE LUKE SHOOTER TUTORIAL Smo serine SUBSCRIBE TO BLOG VIAEMAIL Enter your email address to subscribe to this blog and receive notifications of new posts by ema Join 118 other subscribers + Mesh Tweets oe Fatow ~ Select TPP mesh and use animation blueprint: HeroTPP_AnimationBlueprin, oe r Location: (X-0:000002,¥=-0,000001,2-86,000000) and a Rotation: (Pitch=-0.000000,Yaw=-90.000000,Roll=-0.000000) ‘weapons like in Uncharted ~ Set Owner No See to True, (thanks to this if we will be in different camera our heer ave urea TPP mesh will notbe visible) + Add new component: Camera ou we ~ Set its location to (X=0,000000,Y-0,000038,2~75.990540) Summary Sr Tul Hage ~ Set Use Pawn Control Rotation to true, + Add new Skeletal Mesh component and name it FPPMesh = Move FPPMesh to Camera. Sot will be attached to the Camera, ~ Select FPPMesh and use animation blueprint HeroF PP_AnimationBlueprint, eri = Location: (X=-9.983782,Y=8.026691,2=-145.999725), Tweet © @ShooteTutoral ~~ Rotation: (Pitch=-0.000000, Yaw=-90.000000,Roll=-0.000000) ~ Set Only Owner See to True, (thanks to that only if we are in this pawn’s camera FPP mesh will bevisible) nos + Now go to Class Defaults and disable Use Controller Rotation Yaw, rc That's allhere. Your components should look like this. WARBY PARKER ST Winter 2015 ene Now let's go to Hero PP_AnimationBlueprint and just add FPP_Launcherldle to your Siew shapes 5 ew GORE ‘Animation Pose, Starting at $95 Shop now It'sall here. Compile and close. Now go to HeroTPP_AnimationBlueprint and add two new variables: Pitch and Yaw ~ both should be float, default 0. Then add this to your Event Graph:

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