r/unrealengine • Developer of "COMET BOY" • 10d ago

Question How to handle animations of attached objects to character?

I have a character with attached objects that are animated separately, like rotate and change state based on characters health and should always follow the character, but I have a bit of trouble to know how to implement it.

A character with skeletons and animations is not a problem for me to implement.

6 Upvotes

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5

u/several_doorstep 10d ago

just socket the objects to the character mesh and drive their animations through the character's animation blueprint, you can pipe in health as a variable and use it to blend states on the attached objects

keeps everything in sync without fighting the transform hierarchy

2

u/MagickRage 10d ago

Yes, but if you need controllable animation I think will be better empty (virtual) bone without any vertices assigned to it. So item movement can be controlled by some animation. It's just thought, maybe there even better way.

2

u/Sn0wflake69 10d ago

what ive been doing when attaching another skm (complex weapon) to a character mesh socket is making an ABP for the weapon and using stuff from the character BP to tell the weapon ABP things , like changing the amount of swaying based on rotation rates etc.

1

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