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Quick Guide to UN Motion Magic

Jul 31, 2024

Notes on Using UN New Motion Magic in Under 5 Minutes

Overview of Motion Matching

  • Motion matching is designed to replace traditional state machines.
  • It selects the best animation frame from a large animation pool using trajectory prediction.
  • Applicable for various actions like vaulting and others.

Setting Up the Project

  1. Open a New Project
    • Add two plugins: Motion Trajectory and Post Search.
  2. Import Animations
    • Use existing animations (3,500 animations coming soon) or create your own using linked tutorial.
    • Create a new project for control space characters (heroes, manquen animations, locomotion).
    • Filter for animation sequences, select all, right-click, and migrate to project content browser.

Organizing Animations

  • Create a new folder called "Motion Matching" in the character folder.
  • Right-click and create animations for Motion Matching and Pose Search Schema:
    • Select the skeleton to be used.
    • Name it (e.g., PSS mq).
    • Configure settings to determine animation selection.

Setting Up the Motion Matching Database

  1. Add Pose Search Database
    • Name it (e.g., PSD mq) and open it.
    • This database allows the engine to select the best animation frame at each frame in the game.
  2. Animation Requirements
    • Ensure animations have motion root enabled and force root lock enabled.
  3. Add Sample Animations
    • Add basic movements: jog forward, backward, right, left, and idle.

Connecting to Character

  1. Create Animation Blueprint
    • Go to the skeleton and create an animation blueprint.
  2. Modify Character Blueprint
    • Change it to use the new skeleton and animation blueprint.
    • Note: Adjust the visuals if needed (e.g., character color).
  3. Add Character Trajectory Component
    • Go back to the animation blueprint to the event graph:
      • Get pawn owner, cast to the blueprint character.
      • Get movement component and character trajectory, promote to variables.
      • Connect motion matching to the trajectory and output pose.

Testing the Setup

  • Go to the map and hit play.
  • Note: Fix any issues (e.g., small lag between idle and movement) by adding start animations to the database.

Final Adjustments

  1. Adjust Trajectory Display
    • Type "Character Trajectory" and set to 1 to see the line. Set to 0 to turn it off.
  2. Test with Orientation Movement Disabled
    • Create a toggle during gameplay to test functionality.

Future Tutorials

  • Upcoming advanced tutorials on jumping, vaulting, etc.
  • Mention of other features included in the 5.4 update.
  • Links to additional resources on post-processing and other functionalities.