This can't possibly be the only way to solve this. But this seems stupid and wasteful (duplicating alpha variables, nodes etc.). The only solution I can think of is that I create a separate animation for every single gun mesh I have, which is an exact duplicate of the IK/arm animation blueprint (and might possibly mess with some logic?). My question is, how do I now play the reload of the gun at the same time as the reload animation of the arms when both meshes have completely separate skeletons? My IK/arm animation blueprint contains important alphas that are needed for my animation system to work (ADSAlpha, RecoilAlpha, ReloadAlpha etc.). I have then created an animation blueprint for the arm skeleton which does IK and procedural animation (ADS, Recoil etc.) but no animation blueprint for the gun itself. In my FPSCharacter I have added the gun and the arms as two separate actor components and socketed the gun mesh to the right hand of the arm mesh (much like the character in the FPS template). One sequence handles the movement of the FPS arms and the other sequence handles the movement of the gun mesh itself (the removal of the magazine etc.). Each gun has a two separate animation sequences for reloading the gun. It's hard to describe concisely.īasically, I have a FPS arm mesh and a gun mesh which both have their own separate skeleton.
#Fps handy hands how to
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![fps handy hands fps handy hands](https://assetstorev1-prd-cdn.unity3d.com/package-screenshot/f85d3741-fb06-4741-8800-d4f67d261116_thumb.png)
More detail about the problem, what you're trying to do and why.
![fps handy hands fps handy hands](https://www.gamespot.com/a/uploads/scale_landscape/gamespot/images/2007/255/reviews/823236-938758_20070913_001.jpg)
![fps handy hands fps handy hands](https://cgdownloads.com/wp-content/uploads/2019/11/1483331387_k2wqncy8foq.jpg)
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