LeaderEnemyBoss Posted March 25, 2016 Share Posted March 25, 2016 (edited) Hello, My goal is do modify the fire animation of a new unit based on the gatekeeper. The Gatekeeper pulls its skill animations out of the respective opened and closed animation sets. My idea was to copy the animset for the closed state and modify the animations to my liking. However I am unable to save the copied animation set. The following error message appears: (...) Graph is linked to external object). The log says "Warning: Can't save [***]: Graph is linked to external private object AnimNotify_Script Gatekeeper_ANIM.Anims.AS_GatekeeperClosed:AnimSequence_47.AnimNotify_Script_2 (Notify). when i agree to show the external references, the log also says: Log: Referencers of AnimSequence Gatekeeper_ANIM.Anims.AS_GatekeeperOpened:AnimSequence_44:Log: AnimSequence GameUnit_Riftkeeper.Anims.AS_RiftkeeperClosed:AnimSequence_53 (1 refs)Log: 0) ArrayProperty Engine.AnimSequence:RelatedAdditiveAnimSeqsLog: AnimSet Gatekeeper_ANIM.Anims.AS_GatekeeperOpened (1 refs)Log: 0) ArrayProperty Engine.AnimSet:SequencesLog: AnimSequence Gatekeeper_ANIM.Anims.AS_GatekeeperOpened:AnimSequence_45 (1 refs)Log: 0) ArrayProperty Engine.AnimSequence:RelatedAdditiveAnimSeqsLog: Referencers of AnimSequence Gatekeeper_ANIM.Anims.AS_GatekeeperOpened:AnimSequence_45:Log: AnimSequence GameUnit_Riftkeeper.Anims.AS_RiftkeeperClosed:AnimSequence_52 (2 refs)Log: 0) ArrayProperty Engine.AnimSequence:AdditiveBasePoseAnimSeqLog: 1) ArrayProperty Engine.AnimSequence:AdditiveTargetPoseAnimSeqLog: AnimSet Gatekeeper_ANIM.Anims.AS_GatekeeperOpened (1 refs)Log: 0) ArrayProperty Engine.AnimSet:SequencesLog: AnimSequence Gatekeeper_ANIM.Anims.AS_GatekeeperOpened:AnimSequence_44 (2 refs)Log: 0) ArrayProperty Engine.AnimSequence:AdditiveBasePoseAnimSeqLog: 1) ArrayProperty Engine.AnimSequence:AdditiveTargetPoseAnimSeqLog: Referencers of AnimSequence Gatekeeper_ANIM.Anims.AS_GatekeeperClosed:AnimSequence_47:Log: AnimSet Gatekeeper_ANIM.Anims.AS_GatekeeperClosed (1 refs)Log: 0) ArrayProperty Engine.AnimSet:SequencesLog: AnimSequence Gatekeeper_ANIM.Anims.AS_GatekeeperClosed:AnimSequence_47 (8 refs)Log: 0) ObjectProperty Engine.AnimSequence:AnimNotifyEvent.NotifyLog: 1) ObjectProperty Engine.AnimSequence:CompressionSchemeLog: Referencers of XComAnimNotify_NotifyTarget Gatekeeper_ANIM.Anims.AS_GatekeeperClosed:AnimSequence_47.XComAnimNotify_NotifyTarget_0:Log: AnimSequence Gatekeeper_ANIM.Anims.AS_GatekeeperClosed:AnimSequence_47 (1 refs)Log: 0) ObjectProperty Engine.AnimSequence:AnimNotifyEvent.NotifyLog: Referencers of AnimNotify_Script Gatekeeper_ANIM.Anims.AS_GatekeeperClosed:AnimSequence_47.AnimNotify_Script_2:Log: AnimSequence Gatekeeper_ANIM.Anims.AS_GatekeeperClosed:AnimSequence_47 (1 refs)Log: 0) ObjectProperty Engine.AnimSequence:AnimNotifyEvent.Notify I know that AnimSequence 47 is the death animation. How do i solve this problem? Is it even solvable? Is there an alternative way of creating a new fire Animation? I already tried creating a new Animset with the animation, but the model doesnt display correctly in this one. Edited March 25, 2016 by LeaderEnemyBoss Link to comment Share on other sites More sharing options...
swinka6666 Posted March 25, 2016 Share Posted March 25, 2016 (edited) You must enter a post. Edited April 27, 2016 by swinka6666 Link to comment Share on other sites More sharing options...
LeaderEnemyBoss Posted March 25, 2016 Author Share Posted March 25, 2016 (edited) Make a copy of: SteamApps\common\XCOM 2 SDK\XComGame\Content\XCOM_2\Packages\Characters\Aliens\Gatekeeper_ANIM.upkto: SteamApps\common\XCOM 2 SDK\XComGame\Content\XCOM_2\Packages\Characters\Aliens\Something_ANIM.upkThen load it in Unreal Content Browser and work on package Something_ANIM. I started in that way. Edit: After saving in Content Browser You will need to copy that .upk to solution / content to include it in mod. I already did that. I did not try to save the old animset in the old package. I got a new package with new meshes, textures etc. and everything is working fine ...except when i try to copy animsets. EDIT:Okay i misunderstood you, you meant to copy the package outside of the editor. I did that now and IT WORKS. Thank you very much! So many wasted hours for such a simple solution! Edited March 25, 2016 by LeaderEnemyBoss Link to comment Share on other sites More sharing options...
swinka6666 Posted March 25, 2016 Share Posted March 25, 2016 (edited) You must enter a post. Edited April 27, 2016 by swinka6666 Link to comment Share on other sites More sharing options...
LeaderEnemyBoss Posted March 25, 2016 Author Share Posted March 25, 2016 In my case, after "creating" package in that way, there is no more problem with copying and saving AS_* or other assets. It didn't work, crash and throw the same error as in Your first post when I created new package from inside of content browser. Don't know why, unfortunately. After You Load that kind of package (recreated by copy in system), then copy into it Your assets. Not the other way.Yes I already noticed my mistake (see edit last post). Thanky you very much for the tip :). Link to comment Share on other sites More sharing options...
swinka6666 Posted March 25, 2016 Share Posted March 25, 2016 (edited) You must enter a post. Edited April 27, 2016 by swinka6666 Link to comment Share on other sites More sharing options...
Yzaxtol Posted March 27, 2016 Share Posted March 27, 2016 I'm currently on holiday but if this works it seems like I'll be able to fully convert alien weapons once I get home. As a lot of particle effects were embedded inside the animations. thanks :D Link to comment Share on other sites More sharing options...
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