Ok I tought this would be easy but it's not. Basically I submitted an asset pack with 10 chests on the marketplace, but they suggested that I made them openable and animable. The problem is, I don't know how animation works, and after hours of watching tutorials about really specific things, I can't figure out by myself…
I'm going to assume you've seen this one? https://youtu.be/AqYmC2wn7Cg But, You don't necessarily need a rig or animations. You could just have the chest as two pieces the box and the lid as separate static meshes with the lid's rotation pivot being at the origin, you can then combine them in a blueprint and have the…
Another quick tip when it comes to doing mechanical animation, you don't need to have a "skeleton" or skinned rig to keep object pieces together as one animation file when exporting to UE4. If you're working in Max(I'm sure maya has something similar/the same), you can literally just use the link tool to link the lid to…
Ah yes I already did a blueprint like this, based on a door tutorial. But whatever I did, the lid always rotated in the same direction, and the wrong one of course. It was rotating on the X axis, but no matter if I put positive or negative values, same result : I got some help on the unreal forum and managed to do a…
I can't believe how hard it is to figure out how to do these very basic things. All the tutorials show the most complicated things ever. If you already rigged the skeleton and made the animations in a 3d software (such as blender), then all you have to do is import the fbx (make sure you tick the "Import animation"…
Ok, here is the basics of what you'll need until I can show you the graph necessary. Here are the nodes you'll need. Timeline node, this'll allow you to animate the lid mesh rotation value: https://docs.unrealengine.com/latest/INT/Engine/Blueprints/UserGuide/Timelines/Creation/index.html You'll need a "Add Relative…