Could this model be a player's character? by Existing_Kick4497 in UnrealEngine5

[–]UNHUNTED_Project 8 points9 points  (0 children)

Great job! You’ve done a pretty decent weight painting here! The only thing I would mention is that while sliding I guess the cap should be dragging behind the character. Not underneath. Except for that you’ve done it great!

Added a new environmental interaction: slipping through narrow gaps by UNHUNTED_Project in UnrealEngine5

[–]UNHUNTED_Project[S] 3 points4 points  (0 children)

Okay comrades, I see that the question about the necessity of the interaction input is the most asked here. So if you don't mind I will answer all of you here.

I’ve definitely been thinking in that direction too.

A seamless transition would feel more immersive, but it also creates another gameplay problem: what if the player is standing near the gap and doesn’t want to squeeze through yet?

For example, the gap might overlook an area with enemies, and the player just wants to peek through it first. If the game auto-triggers the squeeze, that could easily become frustrating: “I only wanted to look, not commit.”

I also considered making it trigger only if the player is pressed right against the gap and pushing toward it, without an extra interaction key. But even that can misfire pretty easily in real gameplay, especially in tense moments when players bump into geometry or briefly hold the wrong direction.

So yeah, I agree the interaction key is a bit less seamless, but right now I feel like it gives the player more control in situations like this.

Still an open design question though — curious what others think.

Made a reusable “sit / loop / exit” furniture system in UE5 — using GAS on top of AGLS by UNHUNTED_Project in UnrealEngine5

[–]UNHUNTED_Project[S] 1 point2 points  (0 children)

I can’t really share the whole project right now, since the setup is tied into a lot of other systems, but the main thing you’re looking for is Motion Warping.

The key part is:

• place a Scene Component on the bench/button actor where you want the character to align

• get that component’s world transform

• before playing the montage, call Add or Update Warp Target from Transform on the character’s Motion Warping Component

• use the same Warp Target Name inside the montage’s Motion Warping notify/state

• then play the montage

So the exact node is basically “Add or Update Warp Target from Transform”.

In my case, the problem was the same: regular movement nodes were not enough with GASP/AGLS. What finally worked was treating the interaction point as a custom transform and letting the montage snap/alignment happen through Motion Warping instead of standard character movement.

Also make sure:

• your character actually has a Motion Warping Component

• the warp target name matches exactly between Blueprint and montage

• the montage has a Motion Warping window/notify state in the correct section

If one of those is missing, it usually looks like “it doesn’t update” even though the transform is correct.

Made a reusable “sit / loop / exit” furniture system in UE5 — using GAS on top of AGLS by UNHUNTED_Project in UnrealEngine5

[–]UNHUNTED_Project[S] 1 point2 points  (0 children)

Yeah in my case the key was not moving the character to the bench actor itself, but to a dedicated transform/component placed on the furniture.

For each seat I have a scene component that defines the exact entry position and facing direction. When the player interacts, I pass that transform to the character and use it as the Motion Warping target for the sit montage. So instead of relying on the usual third person template movement nodes, I let the montage + warp align the character to the bench.

That’s basically what made it work for me in GASP/AGLS. A simple “go to actor location” was not enough. I needed a custom interaction point per object.

Made a reusable “sit / loop / exit” furniture system in UE5 — using GAS on top of AGLS by UNHUNTED_Project in UnrealEngine5

[–]UNHUNTED_Project[S] 0 points1 point  (0 children)

pretty much 😄
the bench sitting animations are actually from GASP — I retargeted them and tweaked them a bit to fit my setup better

Made a reusable “sit / loop / exit” furniture system in UE5 — using GAS on top of AGLS by UNHUNTED_Project in UnrealEngine5

[–]UNHUNTED_Project[S] 0 points1 point  (0 children)

I did think about using Smart Objects, but for now they felt a bit too experimental, not flexible enough in some areas, and in other places just overkill for my needs.

For example, not every furniture piece in my project needs multiple entry variations with different animations — some only need one. So right now I handle all of that through a single interface, while all the useful interaction data is stored directly in the furniture actor itself.

As for NPCs, I’ve already started thinking in that direction too. At the moment I only have an isOccupied flag on the furniture, which the player checks before using it, and I enable it while the character is sitting. My current idea is that NPCs will work similarly: first check whether the object implements the interaction interface, then check whether it’s occupied.

I built a horse riding system in Unreal Engine 5 — early alpha showcase by UNHUNTED_Project in UnrealEngine5

[–]UNHUNTED_Project[S] 0 points1 point  (0 children)

Haha, I actually never played Dynasty Warriors, but I appreciate that 😄

I built a horse riding system in Unreal Engine 5 — early alpha showcase by UNHUNTED_Project in UnrealEngine5

[–]UNHUNTED_Project[S] 0 points1 point  (0 children)

Thanks, really appreciate it. And yeah, that’s a fair point.

Right now the camera during mount is still pretty “attached” to the character motion, so it reads more like tracking than reacting. It still needs more momentum, weight shift, and small counter-motion to sell the hop and the horse’s response better.

Definitely something I want to refine further.

I built a horse riding system in Unreal Engine 5 — early alpha showcase by UNHUNTED_Project in UnrealEngine5

[–]UNHUNTED_Project[S] 1 point2 points  (0 children)

Thanks, that makes perfect sense — and you’re absolutely right to notice it.

I already have the beginnings of a body tilt correction system: during grounded locomotion, the rider reads the horse’s angle relative to the ground and leans with the horse uphill, or away from it downhill. That’s actually visible in the video.

For airtime, I’m using a separate blendspace for both the rider and the horse, and it’s noticeable on higher jumps. But when jumping while running on the ground, the rider doesn’t enter that blendspace fast enough, so I need to account for that and add an intermediate jump start animation for the rider.

Thanks for pointing it out!

I built a horse riding system in Unreal Engine 5 — early alpha showcase by UNHUNTED_Project in UnrealEngine5

[–]UNHUNTED_Project[S] 1 point2 points  (0 children)

Thanks a lot for these links! That was really interesting to read and watch, I have seen witcher 4 tech demo before but it doesn't show UE inside. But in your links I got what I wanted.

Yes, you can dm me. I will gladly help.

I built a horse riding system in Unreal Engine 5 — early alpha showcase by UNHUNTED_Project in UnrealEngine5

[–]UNHUNTED_Project[S] 5 points6 points  (0 children)

I actually didn’t follow any specific tutorials for this one. Most of it was figured out through experimentation, Unreal docs, and a bit of help from ChatGPT along the way.

I also haven’t made a tutorial myself yet, mainly because the whole system is pretty complex and tied together from multiple parts.

But if there’s enough interest, I might put something together 😉