Morph/Transform Tutorial - Unreal Engine 5.2

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hey there I'm your hostless Zoe and in today's video I will show you how to create a Transformer slash morph system whichever you prefer to call it so if I press my F button we will transform into the mutant now of course this isn't the smoothest transformation but you can change this or make it better with better animations and you can of course add a Niagara particles effect which would make it 10 times better so guys with all this said let's begin for this tutorial you're going to need four animations two for your player character and two for the transformed creature so for example we have the changing into and the transforming back same for the creature we have transformed into and transforming back so with that said let's go back to Unreal once you're back in Unreal Engine let's go to our player and to the animations so over here you can see my two animations we have the kneeling down which is simply just a transform the back and we have the morph spell which will transform me into the creature so select both of these to right click and create an montage now over here you want to create a notify to signal to your player when to change so let me go into the morph spell and let's say we want to change on this Frame over here so that's perfect let's right click and notify Montage notify now we can save that and same goes for the other one but for this I'll actually prefer him just to transform and play it like so and once you've done that let's go to our mutant so this would be in the content so mutant essentially is like another player character I just don't have the animations blueprint so we have the skeleton the animations and all of that good stuff so inside the morph we have the two animations I showed you the transform back and transform into so the same thing in place we want to select them go create and create a montage now for these I will do the same thing so we have the transform into I think I will leave this one play as it is but when we are transforming back I want a montage notify to signal to multiplayer to change so I think before he goes out of the bicep pose or whatever you want to call this I think about he would be good so let's do a right click and notify Montage notify so once you're happy save all of this and we can go into our player character which is in the content player and I'm using Brady so over here you'd want to actually create one more thing which would be an input action I might have mine created but if you don't that's fine so yeah let me just leave this quickly so over here we would right click go to input input action let's call it IA underscore morph and once you have it save it go to your IMC with your new input mapping and select the morph and for me I'll have it on the F key save that and exit so once you have the inproduction let's go back to our player we wanted to right click and look for IA underscore morph which is the input action we just created then let's create a branch so Press B and left Mouse button and plug it into started the condition we're going to have is a new variable which is going to be a Boolean and let's say is morphed so if morphed is true we want to make it false but if it is false we want to make it true so let's get set if it's true we set it to false if it is false we set it to true and that's how we are going to roll so then from here we need a play montage so play Montage like so and I will say all of this is just copy paste so let's actually just create it at the top and later when we are finished with that we can paste it all the way down so on the Montage to play so if morphed is true we want to change back so we want to play the transform back montage and on notify begin we want to get a skeletal mesh so let's do set skeletal mesh and this also reminds me not to forget to plug that into that Montage like so okay so the skeleton mesh we are setting is going to be Brady because we are changing back then let's do once again we can copy this and let's do set anim instance class and this is simply our animation blueprint because if you use the wrong animation blueprint then everything is going to look wrong so a b underscore Brady as the one we want to use and then I'm going to get the character movement and set speed because my muted will have a slower speed than Brady so of course just fiddle around what you need and what you don't need but I want my character to move faster than the mutant from here we can do get the capsule component and let's do set relative Latif scale 3D now the reason I'll be doing this is because my Mutant again I want it to be bigger than my player so I'm going to increase it by 0.5 and we'll have this value all around so the next thing we are going to do is get the spring arm like so and let's do set relative location and put that into here so over here I'm just going to set this to be 60. normally I have it 50 and the reason for that is since the capsule is bigger and it would look better if the spring arm is a bit higher so next let's get our camera and since the mutant is bigger I want to zoom out of course all of these steps are not necessary if you're keeping them very similar height or size so from the camera let's do set relative location once again plugging that into here and for the camera of the player I'm going to leave it as zero zero zero but for the mutant we would change it to minus 100 on the X next let's get the mesh and to set relative location and once again I'm going to explain why I'm doing this so over for the player we'd normally have -90 on the set and X Y would be we would leave um as normal so if I go into the viewport and change this into my Mutant same with the animation blueprint so this is what would happen if you didn't have it you see how it is not centered perfectly so just to fix this minor issue um I change it to -20 over there and that fixes it for me so back inside of the event graph the very last thing we need to do is a play montage and let's connect the mesh so the Montage we want to play let us see so if morph is true you want to change back so we change back into Brady from our mutants and then we want the kneel down which is just standing on basically so that's all for the player let's copy paste this thing it's exactly uh or very similar actually to the mutant so I'll just put it there like so so if it is true uh sorry morphed is false we want to change into the mutant so the transformed to play We would we would be doing the morph transform then of course the skeletal mesh is our mutant animation class changes to the mutant our set speed changes to 400 because we are slower and yes of course we are bigger so I'm changing this over here now this is my mistake this should actually be at zero for the player himself we only want this to be increased in size if we are the mutant so that's all good now for the set release of location uh over here I'm going to do minus 20 I believe like so and 50. or it is 50 for the player now I just got confused that's my bad I will be 60 over here and let me just leave this at zero see how everything looks like and for the camera then for this I'm going to do minus a hundred right and four set relative location I'm sec I'm setting one for the mesh okay so never mind the spring arm is the wrong thing I just want to set this to be -20 for the mesh and of course if we are transformed we want to play transformed into just to make it look a little better compile and save and let's see what happens so if I run around and press my f key we go bye into the mutant and we can walk about and of course he's slower a camera has changed and all of that good stuff so if I change my mind and turn back we are back and of course guys like I said before you can make this look 10 times better if you have some larger effects some particle effects and better animations as well so guys with all that said thank you so much for watching and if you liked the video leave a like if you didn't leave a dislike and as always happy developing
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Channel: Lisowi
Views: 4,910
Rating: undefined out of 5
Keywords: Unreal Engine Morph, Unreal Engine Transform, Unreal Engine 5.2 Morph, Unreal Engine 5.2 Transform, UE5 Morph, UE5 Transform
Id: BkS-oa95c3o
Channel Id: undefined
Length: 9min 51sec (591 seconds)
Published: Fri Jul 07 2023
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