Using Aimoffset with AnimGraph

I noticed shootergame utilized Blendspace instead of Aimoffset datatype.

I was trying to setup AnimGraph using the new Aimoffset type of Blendspace ( which utilizes MeshSpace rotation ) .
to learn the difference. the results were a horrifying mangled character. Correct me if my methods are wrong:

  • Set up a new aimoffse

  • I set all the aimoffset to use MeshSpace Additive instead of LocalSpace.

  • Aimoffset seems to setup correctly in preview

  • Set Animgraph to make additive animation based on yaw/pitch and then blend it on the state machine.

Any idea why is this wrong?

This is a blank new project. I’ve ee exported animation fbx from shootergame and created new aimoffset with it. As mentioned shooter game uses blend space

Hi ,

Does this happen on a clean project with no additional content or is it specific to shootergame?

Hi ,

what specific steps did you take to export and import the animation to the new project?

I exported it from Shooter game by doing right click export.

I’m very very sure this has nothing to do with animation. because i only exported the raw animation. Not the montage/blendpsace/animgraph/animbp or anything.

After I imported the FBX animations, everything looks find in the Aimoffset Blendspace preview. it just messes up on the Animgraph

Which specific animation did you export? I am going to follow your steps to see what I can gather and attempt to reproduce this.

I imported all the Aim-offsets and created the aimoffset type blendspace. Then set the additive to mesh-space.

As again. It worked correctly on the blendspace view. It just messes up during animgraph. I’m not sure if there’s anything i am suppose to do to convert the additive to meshspace IN the AnimBP itself. I’m currently connecting it exactly like the normal blendspace.

Hi ,

After looking at your image again, it isn’t quite the same as the animation blueprint in the shootergame. Yours goes directly to Final Animation Pose, whereas with the aimoffset animbp in shootergame it directs the blueprint to normal pose, and from there addresses different animations. Have a look at the HeroTPP_AnimBlueprint again to see if that helps you.

Hi ,

Yes it is different. i was trying to rule out the error was caused by the nodes behind. The nodes after that only deals with firing/reloading etc. This is a brand setup of AnimBP from scratch. I’m very well aware of the workflow of AnimBP. In fact I got it all setup correctly already. ( but using Blendspace instead of Aimoffset ) And it worked up to this stage.

The setup I show you is just Aiming and walking ONLY. Which worked with blendspace version. But does not with the Aimoffset version. The thing is I couldn’t get the Aimoffset type to work no matter what setup I use. I someone can show me an example of Aimoffset working in AnimBP ANY setup. I’d be glad to try out. Because so far haven’t seen any. I believe there might be some extra steps needed to use MeshSpace additive ( Blendspace doesn’t )

Hi ,

Have you been able to get this animgraph working correctly?

nope. Never figured out how to use Aimoffset Object or meshspace additive… I reverted back to using ordinary Blendspace. No sample/documentation to show how to use it either ( shootergame uses Blendspace )

I’ve no idea how even to proceed with this and have stopped trying.

I’m going to re-re-iterate this, the Aimoffset can and have been setup, it did work correctly in the AImoffset preview.

Just that when being linked to Animgraph. It doesn’t work.in-game. A sample showing how to link it to the Animgraph would be helpful, because linking it exactly like Blendspace would mess it like shown.

Hi ,

We have a bit of documentation on the Aimoffset located here: Aim Offset in Unreal Engine | Unreal Engine 5.1 Documentation

Hopefully this will help you! I will mention to our doc team that we need some more documentation on aimoffset objects and meshspace additives.

Hey , I’m having this exact same problem, where I recreated the Aimoffset setup of the shooter template with my own custom poses from a model migrated from a content example. I also took out the death/reloading slots to test just locomotion and aiming and I get the same skeleton-collapse from your screenshot.

I’ve been trying to use a Layered Blend per Bone and masking from the spine base and upwards, with only moderate success in multiplayer.

Have you had any success with this since you posted?

No. Haven’t got any success. I honestly think this is some step that we miss out not a failure of the actual system. There is a good chance that is true. But nobody seems to be able to tell me what is wrong including Epic staffs.

I would wait for extra documentation or someone to figure out.

FYI, layered blend per bone merely tells you up to where to blend the animation, but does not deal with the the nature of additive animation.

Hi Guys,

Found this just browsing.

The shooter game character skeleton has different bones to the 3rdperson example character. I had the same issue when I tried to skin my char to the shooter… might help…

Here’s a screenshot from a working AimOffset Blendspace applied in the AnimGraph (Note how it is different from your set up):

Also, make sure your Event Graph is set up properly: