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Connecting Character Up
Jared Taylor edited this page Apr 6, 2021
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1 revision
- Open your Character's Mesh
- Under
Asset Details
scroll down to the categoryPhysics
- Change
Physics Asset
to the new Physics Asset you created in the Transfer Physics Asset tutorial
- Open the character you made in Character Setup
- Select the mesh
- Assign your mesh
- With the character mesh still selected, change
Anim Class
to theAnimation Blueprint
you retargeted in Animation Retargeting
- Still in your character, select the character itself
- Scroll down to the
Ragdoll
category and changeRagdoll Stand Up Face
andRagdoll Stand Up Back
to the mesh-specific animations (by default MoveIt's will still be assigned and will cause serious glitches if you try to stand back up from Ragdoll using them)
- If you scroll to the top you will notice 3 options
Orient to View
,Orient to Movement
, andOrient To Movement with Cycle
- These have the same effect as
Set Movement System
except its performed in the editor so there is no need for you to set it at runtime - If you are unfamiliar with these settings the best thing to do is try them in turn and see how your character handles differently
- Use these options to set the default behaviour
LEGACY - Pre 2.4 - Default MoveIt Input File [ D ]
Prerequisite knowledge for using MoveIt
- Project Setup [ V ]
- Character Requirements [ V ]
-
Character Setup [ V ]
- Optional: Adding Missing IK Bones [ V ]
- Retargeting Preparation [ V ]
-
Animation Retargeting [ V ]
- Optional: MetaHuman
- Optional: Custom Retarget Pose [ V ]
- Transfer Physics Asset [ V ]
- Connecting Character Up [ V ]
- View Component [ V ]
- Spring Arm [ V ]
- Root Motion
- Weapon Poses & Aim Offsets
- Collisions & Physical Materials [ V ]
Settings, Look & Feel
- Turn In Place Overview
- Pivoting
- Cycled Movement
- Coyote Time & Bunny Time
- Walk / Jog / Run State
- Turning Circle
Expanding your MoveIt knowledge
Common game types with MoveIt
Tutorials contributed by community members