Aim Offset
Aim offset is just an animation which turns characters torso where player is aiming at.
Go to AnimStarterPack and create folder “AimPoses”.
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Duplicate Aim_Space_Hip and move it to AimPoses.
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In AimPoses duplicate Aim_Space_Hip and rename it as Aim_Center.
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Duplicate it 8 more times and rename them to what you see in picture below.
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Open Aim_Center. Stop the animation and move the red cursor to zero.
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Right click on red cursor and select “Remove from frame 1 to frame 87”.
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Open Aim_Center_Down. Move the cursor to frame 20, right click and Remove from 0 to frame 20.
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Move cursor to zero and select Remove from frame 1 to frame 68.
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Open Aim_Center_Up.
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Open Aim_Left_Center.
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Open Aim_Left_Up.
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Open Aim_Left_Down.
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Open Aim_Right_Center.
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Open Aim_Right_Up.
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Open Aim_Right_Down.
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Select all Aim animations.
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Right click them and do Asset Actions -> Bulk Edit via Property Matrix.
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In AdditiveSettings set Additive Anim Type to Mesh Space.
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Change Base Poses Type to Selected animation frame.
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Set the animation asset…
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To Idle_Rifle_Hip.
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Find the ue4 mannequin skeleton.
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Right click it and do Create -> Aim Offset.
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Change the Axis Settings…
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Drag and drop Aim_Center to center of axis lines.
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Aim_Center_Up goes to center top.
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Aim_Center_Down goes to center bottom.
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Aim_Left_Center.
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Aim_Right_Center.
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Aim_Left_Up.
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Aim_Left_Down.
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Aim_Right_Up.
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Aim_Right_Down.
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Finished.
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Change Preview Base Pose to Idle_Rifle_Hip.
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Go to Animation Blueprint.
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Go to AnimGraph.
Drag and drop AimOffset.
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Add variables to AimOffset node.
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Go to EventGraph.
Right click somewhere and type this, it will give you reference to self.
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Then assign it to a variable.
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Now you select the variable.
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And copy it.
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Then go to Character, paste and right click. Select Create variable. And compile.
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Now go back to animation blueprint and find Cast To Ue4ASP_Character and from it get the variable you just added into Character. This will set the variable in Animation blueprint.
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Also delete variable Ue4CharacterAnim from animation blueprint so you don’t mess up them with Character variable.
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Go to Character and create all this.
- AimOffsetYaw and AimOffsetPitch are replicated.
- InputAxisTurn and InputAxisTurn are Run on Server and not Reliable.
- Disableshooting variable stops shooting if character turns too much.
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In animation blueprint you have to get the values from Character so you do this.
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