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This additional offset is used when passing the yaw values to the Aim Offset in the FullBody Aiming layer. Depending on what action the player is doing, we want to allow the Root Yaw Offset to change its mode to one of the following states from the table below.
This is done with a Request Root Yaw Offset Mode function that each of the states can call when needed.
When a character is idle and the offset mode is set to Accumulate, then we want to apply the animation's root rotation to the Root Yaw Offset. This information is baked into curves using the Turn Yaw Anim Modifier, and it requires the source animation to have Root Motion enabled.
Lyra uses the Gameplay Ability System for most of the player's actions. You can respond to these events in the Animation Blueprint by using Gameplay Tag Bindings. You can navigate to the Gameplay Tags inside the AnimBP_Mannequin_Base Blueprint from the Class Defaults > Details > Gameplay Tags > Gameplay Tag Property Map.
Montages have been updated to support Blend Profiles and Inertialization.
Enabling Both simultaneously is currently not supported in 5.0.
Additional Animation Notify information has been exposed to State Machine transitions. In Lyra, we use this to control precise timing on when we can transition out of specific states.
By using the Pose Watch Manager, you can add pose watches to specific points on the graph to inspect the runtime poses and quickly navigate to them. You can navigate to Window > Pose Watch Manager to open the Pose Watch Manager.
Asset Overview
Linked Layer Animation Blueprint
Distance Matching and Stride Warping
Orientation warping
Turn in place
Additional Notes
Blueprint ThreadSafe Update Animation
Anim Node functions
State Aliases
Upper/Lower Body Layering
Anim Layer Interface
Accessing Data From the Main AnimBP
Using Anim Node Functions for animation selection
Linked Layer Child Animation Blueprint
Gameplay Tag Bindings
Montages
Notifies
Debugging
On Initial Update
Called before the node is updated for the first time.
On Become Relevant
Called when the node becomes relevant.
On Update
Called when the node is updated.
Accumulate
During idles, Accumulate will completely counter the Actor's rotation.
Hold
During starts, Hold will preserve whichever original offset this animation started with
Blend Out
When going into a jog cycle, Blend Out will smoothly blend it, and follow the default "orient to controller" behavior.
Remarks
For debugging, you can use theRewind Debugger, in addition to the tips and tricks located on theAnimation Productivity Tips And Trickspage.
Adding Your Own Content to the Collab Viewer
The Collab Viewer Template comes with some pre-set content so that you can get started with it right away—see the Quick Start for step-by-step instructions. However, once you're familiar with the collaborative review experience, you'll want to get your own content working inside that experience.
This page describes how to do some of the most common related tasks:
The Collab Viewer template comes with some pre-set content so that you can get started with it right away, but you'll want to swap in your own models so that you can experience them in the same collaborative viewing experience.
The most important thing to keep in mind about this process is that players can only walk and teleport to surfaces that have collision meshes and Nav Meshes. You'll need to make sure that each floor or surface that you want people to be able to explore has a collision volume and Nav Mesh associated with it.
Getting your own content to work inside the default Level in the Collab Viewer Template involves the following conceptual steps:
Click image to expand.
See also Setting up Collisions with Static Meshes, or Setting up Collisions with Static Meshes in Blueprint and Python if you want to automate the collision setup.