Finishing Setup
Last updated
Last updated
This section will help you get your character into a state where you can test it. Assign your character as the Default Pawn Class under your World Settings -> Game Mode -> Selected GameMode. You'll notice that both character's are visible and if you haven't created the socket for your character then your weapon's will be on the ground as well. On your Event Graph if you remember we copied this over. You can rename the socket to whatever you wish but I will stick to this name and so I will copy that name. Open up your character's skeletal mesh and find the right hand bone, for me it follows naming conventions and is labeled hand_r. Right click the bone and select Add Socket,
Name it after the Socket Name on your event graph. Next select the Mesh and search for Hidden in Game, and check that box. This will make him invisible in the game. Next search for 'Visibility Based Anim Tick Option, change it to 'Always Tick Pose and Refresh Bones'. If we do not do this, his skeleton will not be updated unless he is Visible. Your character should now be working properly. If his hands hover up during Traversals (Climbing for example) then you may need to add a static Local offset to compensate for that which is what the creators of the Game Animation Sample Project did for their Template Character's. To Zero in these settings please go to the Zeroing Section. Zeroing