x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Importing first person animations with a weapon

I cant really wrap my head around how the whole animation system works in Unreal. What Im trying to do is import my firstperson animations for a weapon that Ive made, but whenever I import the mesh + animations, it doesnt import my weapon at all, just the animations that play on the rig

It should look like this alt text

But it looks like this alt text

As you can see it doesnt import the flashlight model at all. Why does it have to be so stubborn?

Product Version: Not Selected
Tags:
more ▼

asked Nov 26 '14 at 09:25 PM in Using UE4

avatar image

Shirk
245 41 52 64

avatar image Afsoft Feb 14 '15 at 02:00 AM

it is my question too !

avatar image ninthtale Oct 09 '16 at 09:44 PM

I know it's an old question, but from what I understand, you need to have the geometry of this item be part of the hierarchy, parented to a bone.

This can be done with a floating bone that is parented to your root joint, or you can make an extra bone parented to the wrist/hand and parent the flashlight to that bone.

The principle though, at any rate, is to make sure the object is parented to a bone which is parented somehow to the root bone. Can't be floating. Good luck!

avatar image Onisanya Oct 09 '16 at 10:02 PM

As ninthtale was saying, why don't you create an extra bone on your hand and attach weapons or tools in UE to that bone? But I also suggest simply to attach a separate mesh in UE to a specified socket created inside the engine. Usually i do it this way. Cheers

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

Hi Shirk,

You will need to assign a socket to the Skeletal Mesh and then assign an asset to that socket as described in the following documentation: SkeletalMeshSockets

Let me know if this does not answer your question.

Steve H.

more ▼

answered Oct 11 '16 at 08:43 PM

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question