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"

Office Holiday

Epic Games' offices will be on holiday from June 22nd to July 7th. During this period support will be limited. Our offices will reopen on Monday, July 8th. 

Should I be creating C++ Animations Systems

My current project is completely handled through c++ classes.

I am starting to get into the animations handling part and I was wondering is there a way I can cleanly handle animation states in the C++ side or should I be creating complex animation blueprints and just linking variables on the c++ side?

I haven't used a single blueprint yet so i was just wondering is having all c++ and all of a sudden the animations for a skeletal mesh handled in a blueprint the proper way?

I don't want to start mixing if I don't have to. I'm looking for the "this is how the pro would handle it" sort of path. I know i can mix both I know i can just do a whole game with blue prints but I love my c++. So just trying to see how creating a full c++ project works.

And if the answer for a full c++ project is make the animation state things in c++ then is there any good link references on how to be creating these states and link behaviors in c++ for UE4.

Product Version: UE 4.10
Tags:
more ▼

asked Dec 22 '15 at 07:05 AM in C++ Programming

avatar image

gamebro2222
6 2 3 6

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

1 answer: sort voted first

You will need to create an animation blueprint.

This will allow you to create complex state machine which is what you want if you wish to build a robust animation system for your characters.

If you want to keep some control on the C++ side, you can create your own AnimationInstance class that your Anim Blueprint will inherit from.

Whatever you decide, you first need to familiarize yourself with the animation blueprint (and really, blueprint in general!) so here is the link to the documentation: https://docs.unrealengine.com/latest/INT/Engine/Animation/AnimBlueprints/index.html

I know it is tempting to keep everything in C++, I have this reflex too, but Blueprint are useful and should be used, even if they are only handling events and trivial manipulation. Learn about them, force yourself to use them even, and then decide where they are best used in your game.

I went to a talk at one point and there was this Epic Game guy (forgot his name) but he was basically saying every gameplay classes (or a bunch of them) all add their blueprint counterpart. For example, MyGameNPCCharacterBase, was his c++ class, MyGameNPCCharacter was the blueprint created inheriting from MyGameNPCCharacterBase. By doing that, you basically allow programmers to add native code functionalities that needs the speed, and the designer using your class can add a simple functionnality by himself in the blueprint version.

Hope this helps!

Mick

more ▼

answered Feb 02 '16 at 02:44 AM

avatar image

MickD777
2.1k 70 37 259

(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