Action Prototype Tool
DOCUMENTATION
Introduction
The Tool allows you to create various features and cases of interaction in the prototype quality
Consists of a component for character and an Action blueprints. Setup in 5 minutes
The Tool also contains game-ready blueprint assets for several action categories like vaultings, loot, fake climbing and object interactions
You can use game-ready assets as tiles, for game level blockout, mechanics prototype or simple games
Support UE4 and UE5 versions, also work with Advanced Locomotion System plugin
Showcase
UE4 Implementation
Third Person Template
Video tutorial for setup/implementation APTool for Third Person Template project. Below is a similar step by step instruction with screenshots.
Steps
1
Create new project from Third Person Template.
2
Then migrate files from APTool project to TPTemplate.
Or you can just add ATPool to project from Library in Epic Games Launcher.
3
For activation Action needs to add new input. Make new action mapping.
4
Add BP_APTool_Component to Third Person Character.
5
Drag&drop component, then call function Key Activation.
6
Turn on Generate overlap events for character skeletal mesh.
Overlay zone in Action blueprints triggered by overlap with skeletal mesh, not by pawn capsule.
7
Add slot for montages to ABP ThirdPerson_AnimBP.
8
Retargeting Skeleton used in APTool to UE4_Mannequin_Skeleton.
Skeletons in the Tool and in Third Person template are the same, but you need to retargeting, to make animations from the APTool work on TPTemplate character.
9
Add used skeletal mesh to PreviewSkeletalMesh variable in BP_APTool_Action_Base.
Needed to display meshes correctly on Action objects.
10
Done.
Now you can use game-ready or custom Action objects for Third Person Template Character.
Advanced Locomotion System V4
Action Prototype Tool component setup/implementation for Advanced Locomotion SystemV4.
UE5 Implementation
Third Person Template
Video tutorial for setup/implementation APTool for Third Person Template project for Unreal Engine 5.
Tool contains retargeted animations for UE5 Mannequin, but it works with some minor offsets and visual defects. Not significant for prototyping and level blocking.
Advanced Locomotion System V5
Action Prototype Tool component setup/implementation for Advanced Locomotion SystemV5.
Creating custom Actions
Custom Action witch activation object
Custom traversal Action
Assets Config
BP_APTool_Action_Base
Action
Montage - Animation montage which will be used in action
OverlayType - Form for overlay object
Autoactivate - If true, montage activated right away as character enters overlay mesh
AngleNeededToActivate - This is the angle between character and animation pivot or mirror line. If Angle is more than variable, action cant be initiated. 360 degrees make action always activated
OffsetType - Determine the method of moving the character relative to the Action BP
OffsetDuration - The time for which the offset will occur. Offset starts with animation playing. If select 0, then character teleports to required position. Time less than 0,2 works like 0,2, because small time causes error
AnimPlayType - Select animation playback type. Animation can play basic from start to end, loop, loop with reversal play, have pause on end, have pause on end when play reversal
HasCollision - When the variable is false, character capsule collision is off going on animation. Useful for vaulting or cases when character can overlap some solid geometry
UseOnce - If true, Ation will activate action only once
CanAborted - If true, can abort by next action overlay object
CameraCollisionTest - If true, camera collision test works. Need to be false in cases that character overlap solid geometry
Preview
PreviewAnimationPosition - Position of selected animation montage. Used on scene for tuning interposition animation and static objects
PreviewAnimationPlay - If true, preview animation will play
PreviewAnimationPauseTime - Pause before start and at end of preview animation
DebugActiveInGame - If true all preview objects will visible on scene
Other
InteractionReferences - For Interaction Notify. Reference object on scene, with whom to interact this animation by notify
HideAdditionalMeshComponents - If true, hide all static mesh components in this blueprint. Actual for game-ready Actions, where added meshes
LockCharacterRotation - Need for mostly animations. An exception animation with pivot rotations in root motion.
BP_APTool_Component
HideAllDebug - If true hide all debug for all Action objects on scene
DrawTraces - If true show traces actual for offset types with Mirror line
DrawAnimationInfo - If true show info about overlayed action object & animation parameters
UBP_ChangeRootMotion
Utility blueprint contains two scripts. Scripts can call in editor.
DisableAnimationsRootMotion - Disable root motion for all animations from Action Prototype Tool. Useful if need tuning mesh position in Action blueprint
EnableAnimationsRootMotion - Enable root motion for all animations from Action Prototype Tool
AnimationReferences - References to animation which need to enable or disable root motion
FAQ
Feel free to ask any questions on the Discord channel or samugamelab@gmail.com