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
You can definitely look into cheap or even free climbing/mantling component templates later on Fab or the Marketplace to just drop onto this character.
Since merging two separate Anim Blueprints (ABPs) is a nightmare, don't try to merge them. Here are two easy ways to fix the awkward pistol aiming transition and use those other TPS animations without a full ABP merge:
1. Fix the Awkward Pistol Aim Transition (The Blend Time Fix)
If the transition into or out of the pistol aim looks snappy, harsh, or awkward, you don't need to rebuild the logic. You just need to smooth out the transition timing.
Open my asset's Anim Blueprint (ABP) and go to the AnimGraph.
Look for the Blend Poses by Bool node or the state machine transition rule that toggles your IsAiming state.
Click on that blend node/transition line, look at the Details Panel, and find Blend Time.
Increase this value slightly (try changing it from 0.1 or 0.2 to 0.3 or 0.4). This instantly creates a much smoother, fluid interpolation between your normal idle/walk and your pistol aim pose! [1, 2]
2. Use the Other TPS Animations Without Merging ABPs (The Sub-ABP Method)
Instead of copy-pasting complex code between two massive ABPs, Unreal has a built-in feature designed exactly for this called a Sub-Anim Instance.
Open my asset's main ABP AnimGraph.
Right-click and add a Sub-Anim Instance node.
In its details panel, select your other TPS asset's Anim Blueprint.
This allows you to completely run that other project's movement states right inside my asset's graph, completely bypassing the need to manually.
Some youtube videos that might help your issues:
[1] [
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)Awesome, thank you. Animation is a weak spot and a bit in over my head. Realizing the aim offset is now goofed if i use a different animation, and the pistol seems to use rifle transitions or something on aim toggle. not sure if i should try to do aim offsets etc or just transfer the stuff over to the other TPS framework ahhh
You are exactly right to be cautious after the GASP headache! But here is why migrating to your other TPS framework will be completely different and much easier:
Why this will work smoothly (Unlike GASP):
No Hidden Systems: Your other TPS framework uses a standard character blueprint and a normal GameMode. It doesn't have GASP's overly complex level-streaming and modular swapping.
The Magic is in the Component: Because my inventory is built into a self-contained Actor Component, you don't have to copy-paste code. You literally just click 'Add Component' on your favorite TPS character, and the entire inventory system is instantly inside him.
Keep Your Perfect Animations: Your TPS framework's Aim Offsets, weapon transitions, and movement will stay 100% intact and untouched.
Simple 3-Step Migration Plan:
1. Add the Component: Open your favorite TPS character blueprint and add my Inventory Component.
2. Bind the Input: Create an Input Action in that character (like the 'I' key) to Create Widget (my Inventory UI) and Add to Viewport.
3. Fix the Widget Cast: Open my Inventory UI Widget, find the Get Player Character node, and change the Cast To node to target your preferred TPS character.
You've already learned how the casting and components work from our GASP troubleshooting, so you will breeze right through this!