IK Retargeter Chooser Setup
Last updated
Last updated
In this section we will go over the act of setting up a Chooser for Our Character and Assigning Settings too it. If your character is compatible with one of the Templates you will want to copy their settings as you follow along, this will reduce the amount of Adjustments you may need to make and in some cases you may not need to make any for your character to Accurately Aim towards the center of the screen and hold the weapon properly. Go to one of the Templates and open it up, go to the Overridden GetHeldObjectSettings function, this holds the chooser which allows the character's IK Retargeter Settings to be loaded for each weapon. Select the Evaluate Chooser, and select the 'Browse To File' button to navigate to where it's located at in the Content Folder. Copy all the settings under that character's HeldObjects Folder into the Folder where you want it. Search for the Character name in your folder, for me this was UE4 Select all of them and select Batch Rename (This is a new UE5.5 Feature) Rename them from UE4 (In My Case) to Steve (Your Character's Name) and press Apply. For the M9 and M4A1 go into the folder and open up the single asset in that folder. These assets reference the Held Object Settings in the HeldObjectSettings Folder and we need to Replace the UE4 (In My Case) references with yours. Assign them Appropriately. Aiming goes under the Aim Tag, Ready Goes under the Ready Tag, and the HOD goes where the other HOD is. Now do this for the Pistol Data Asset. After you are done go back into the Held Objects folder and select the Chooser and Open it. The chooser currently has 2 Categories, Rifles, and Pistols. Inside of each of these those Data Assets which store all the settings are assigned, this keeps everything organized and easy to find. It also makes it more scalable when dealing with a huge weapon inventory later on. Press Edit for the Pistols. You will see it's still referencing the asset for the other character's M9. Select your character's version of this and press the back button to replace the reference with the currently selected asset in the Content Folder. Now do this for the Rifle. In your Overridden GetHeldObjectSettings function, delete the parent node (we don't need it), and then Right-Click and search for Evaluate Chooser and select it. Then hook it up. Select the Chooser and Assign it your chooser. NOW you can hook up the Result to the Return Node. Drag off the Input and let go, a window will pop-up that you will type 'Self' into, select the 'Get a reference to self' from that menu. This concludes the setup for the IK Retargeter Chooser.