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Mirror Table, for animation mirroring

Hello Guys, I'm trying to implement a mirror table based on UE3 https://udn.epicgames.com/Three/AnimationMirroring.html without good results. Someone have some guidelines to see on engnine code.

Also, do you know if the Table Mirroring is a feature on progress?

Thanks in advance.

Product Version: UE 4.9
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asked Sep 09 '15 at 01:45 AM in C++ Programming

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ganoncl
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Its not a feature in the near future that I know of on the Trello roadmap but you can use an aimOffset1D for this.

https://docs.unrealengine.com/latest/INT/Engine/Animation/AimOffset/index.html

Let me know if this helps Don't forget to accept an answer that best clears your question up or answers it so when the community finds your question in the future via search/google they know exactly what you did to fix it/get it going.

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answered Sep 09 '15 at 04:06 AM

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Nsomnia
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avatar image ganoncl Sep 09 '15 at 07:29 PM

Hello Insomnia, I really need the exact same animation but mirrored (without poses combination), it will be used on a fighting game :( Thanks anyway

avatar image rantrod Oct 26 '15 at 07:09 PM

In case it's useful to anyone else, I think ganoncl's problem of mirroring a fighting character is easily handled in the engine.

To clarify the use-case, say you have a fighting game with 3D assets but 2D gameplay. If the character is on the right side of the opponent, he throws a punch with his right arm, but if the same character is on the opposite side of the opponent the mirror'ed version would through the punch with the left arm. This avoids doubling the number of animations and doubling the logic that determines which animation plays.

You can select any actor placed in a level and right-click him in the editor, go to "Transform", then "Mirror Y". That easy.

If you need to spawn the character and do the same thing in-game, the code is in the source at: Engine\Source\Editor\UnrealEd\Private\UnrealEdSrv.cpp under "static void MirrorActors(const FVector& MirrorScale)"

Hope this helps.

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