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Adding Animations Via HumanSubGraphData


McGilberts

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Hi,

 

Im currently trying to add some animations i made to the game but i don´t get how to actually do it.

 

For now i made a new Race and set it as additive to the HumanRaceSubGraphData, added the path of my animation and created a keyword that is used in "ActorKeyword".

As Behaviorgraph i think i should use MTBeahvior, because its a running annimation ?

But what now ?

What else i have to do ?

And how is the animation triggered in game ? just when a Actor has the "ActorKeyword" ?

 

 

I would be glad if some could share some knowledge here...

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So how have you managed to get external animation working from idleanimations?

 

You´re adding an Entry to the RaiderRootBehavior under LOOSE give it an ID, set the Path to your animation and set AnimEvent to one of the dynamic ones (dyn_activation, dyn_activationLoop etc ).

Then you´re calling an Idle type Property filled with that object with " actor.PlayIdle(yourProperty) " via a Script ... et voila.

 

 

I was looking on that site for quite some time but haven´t read the most important thing... i haven´t named my animation correctly.

Now everything is working.

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