Universal Monster
  • Universal Monster v1.4.3
  • Overview
    • Changelog
    • Integrations
      • FPS Multiplayer Template 4.0
      • TPS Multiplayer Pack
      • Survival Game Kit v2
      • Survival Game Kit v1
      • Easy Survival RPG v4.0
      • Horror Engine
  • Features
    • Monsters
      • Character Blueprint
        • BP_UMComponent
        • BPI_UniversalMonster
        • Collision Settings
        • Animation Settings
        • Sound Settings
      • Animation Blueprint
    • Combat System
      • Attacks Array
      • Melee
      • Projectiles
      • Timers
      • Bullets
      • Trace Info
      • Player Attacks
    • Behavior System
      • Behaviors
      • Tasks
        • Wait
        • Animation
        • Move
        • Find
        • Flee
        • Hide
        • Locate
        • Return
        • Chase
        • Maneuver
        • Attack
    • Faction System
    • Group Formations
    • Conditions
    • Data Tables
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  1. Features
  2. Monsters
  3. Character Blueprint

Animation Settings

PreviousCollision SettingsNextSound Settings

Last updated 3 years ago

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Universal Monster supports adding animations based on movement type. The animation settings are setup to be universal so that they can be used for all aspects of UM that require an animation to be played.

Note: Movement type animations are currently only available for Hit Reactions and Death. Behavior Task support will be added in the future with the Swimming and Flying update.

Animation: Choose the animation asset Slot: Choose the slot for the animation to play, this is useful for playing animations for the upper body only Animation Options: Blend In Time, Blend Out Time, Play Rate, Loop Count, Blend Out Trigger Time, Time to Start Montage. These are all the normal UE4 options for playing a montage. Start Sound: Play a sound at the start of the animation Start Delay: Add a delay to the start sound if you wish for it to play some time between start and end End Sound: Play a sound at the end of the animation

Data Tables
Sound Settings
For movement type based animations, you will need to choose the movement state, this should never be left as None and you should use Land if unsure
Click the arrow to show more settings
To add the actual animation asset, click the +
Click the arrow to show the animation settings
All of your animations can be stored in a data table if you wish, which will make it easier to setup animations between monsters that share a skeleton, such as all humanoid monsters using the default UE4 skeleton
When not using the data table option, you will need to configure each animation individually