You are amazing. The character is SandboxCharacter_CMC I believe but i have changed the casting and adjusting the game mode and inputs is easy. I believe this will work, I missed a couple of those steps and I think this should work when I give it a shot. Thank you so so much
Ok, I have got it somewhat working on the Gasp character. The only thing now is figuring out how to link the animations/the character BP. I added sockets but the gun still spawns at feet so assuming its an anim thing.
EDIT: Got the gun to appear in hands, it fires without an anim, I think I need to retarget some stuff and then good to go :D
Awesome progress! You are exactly right since the logic and sockets are working, it's just a matter of retargeting the weapon animations to the GASP skeleton.
Once those animations are retargeted and assigned to your character, you'll be fully good to go! Let me know if you hit any snags with the retargeter.
The reason it is not playing is because GASP uses a highly advanced Motion Matching system and specific Anim Layers rather than a standard Anim Blueprint (ABP). You cannot just drop the animations into the main ABP.
GASP is built differently and uses Animation Layers for weapons. To get the firing animations to play, follow these steps:
1. Locate the GASP Item Data / Overlay State
GASP switches weapon stances using Overlay States (like Pistol, Rifle, Unarmed).
Find the Data Asset or Item Definition for your pistol inside the GASP folders.
2. Link the Anim Layer
Look for the Anim Layer Class or Linked Anim Graph variable inside that pistol data asset.
You need to create a child of the GASP weapon anim layer, plug your retargeted firing animation into the Weapon Fire state inside it, and assign this layer to your pistol item.
3. Use an 'Anim Montage' for a Quick Fix
If the Layer system is too confusing, you can bypass it for the firing logic.
Right-click your retargeted fire animation and select Create Anim Montage.
Inside the character blueprint where the gun fires, use a Play Anim Montage node, select your new montage, and ensure the Mesh parameter is linked.
Let me know:
* Is your asset currently firing the weapon using a Play Anim Montage node, or is it handled inside your old ABP?
* Does your asset use a specific Slot Name (like UpperBody) for montages?
That is a very smart move! GASP is incredibly complex and overblown if you just want parkour features. Using current asset as your core base project is much easier. You can then simply add a dedicated, lightweight Climbing/Mantling Component from the Marketplace directly onto my character. It will save you weeks of frustrating animation and layer merging
Awesome. I do have another TPS blueprint and ABP based on ue5 manny that i wish i could easily integrate but id have to import lots of functions and all that.
mantling I'll have to figure out as those plugins are pricy haha. Melee I'll implement best i can manage
Right now just trying to figure out changing some of the animations (ie: transition to/from aim on pistol is awkward) and possibility of merging ABPs which is way beyond me haha