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ACF have two different AnimationBlueprint to animate your characters, both of them are template so can be used with any skeleton.

● The ACF_Template_ABP which is based on Lyra logic and animations together with the

ACF_BaseMoveset.

● The ACF_SimpleTemplate_ABP which uses traditional animation with blendspaces.

All the Animation Blueprints have perfect data decoupling being “pure logic”, all the data is handled throught the usage of Linked Animation Layers. Animation Layers are additional AnimBlueprint used to fill the main blueprint with all the animations needed by giving the possibility to “swap” between layers at runtime, so that you can change your animations when, for instance, you change weapons.

In ACF, inside both the ACF Templates, we have different kind of Animation layers:

  • Moveset Layers: Here is where you should put your full body locomotion animation for the character.

  • Overlay Layers: Used to set the animations that will be blended on the top body of your character. You can decide do only apply an overlay when you equip a weapon instead of changing the whole Moveset Layer.

  • Rider Layer: Contains the animations and blendspace to be played when the character is riding a mount. You may a have a Riding Layer for every type of mount you have to define the mount-specific animations (Es Mounting a horse will have different animations than mounting a car).

  • IKLayer: An animation BP to manage IK, by default it has feet and hands IK.

Layers are associated to GameplayTags so you can switch between layers at runtime with the following nodes:

Rider layer are automatically activated when you start riding and you can configure the required Layer tag inside the ACFMountComponent in the Mount blueprint itself.

MovesetsLayers and OverlayLayers are switched automatically when equip a weapon in your hands with the tags specified in the Weapon itself, but you can always switch them manyally with those nodes available in both your character and you ACFAnimInstance.

Creating New Layers

To create new Layers you just need to create a child AnimBlueprint from the one provided by ACF itself:

ACF Moveset Layer

  • If you are using ACF_Template_ABP you’d need to create a child AnimBP starting from ACF_BaseMoveset as a base class and add all your custom animations there. NOTE: this AnimBP requires ROOT MOTION animations with ROOT Motion enabled and those notify for footsteps to enable Stride Warping).

  • If you are using ACF_SimpleTemplate_ABP you’d need to create a child class starting from ACF_SimpleMoveset OR ACF_QuadrupedMoveset and fill those to require data.

ACF_SimpleMoveset : more suited for humanoid like locomotion with strafe movement

ACF_QuadrupedMoveset : suited for quadruped style locomotion with turn movement

ACF Overlay Layer

To create an Overlay layer you’d need to subclass the ACF_BaseOverlay AnimBP and fill it with your overlay data, in paticular the Aim Offset, to be always applied, and a set of “upper body” animations that will be blended on top to the ofrom the ACF MovesetLayer with the specific alpha and switched depending on the current state (es: when aiming, blocking etc.)

Once Created, layers need to be set inside the main Animblueprint to be automatically (or manually) activated and switched.

HINT: If no GameplayTag are selected, the Root tag as provided in Project Settings / Ascent Combat Framework will be used

Example configuration for ACF_BaseMoveset:

Moveset Layers will be assigned at the end in the Animation Blueprint. Following properties are

configurable in a Moveset Layer.

Name

Description

Play Rate Clamp Starts Pivots

Starts Pivots speed in relation of the speed of the player

Play Rate Clamp Cycle

Cycle speed in relation of the speed of the player

Enable Leaning

Enables that the character lean left and right while turning

Anim Blend Time

Time it takes to blend between animations

Moveset

Walk Cardinals

Forward, backward, left and right walk animations

Crouch Walk Cardinals

Forward, backward, left and right crouch animations

Jog Cardinals

Forward, backward, left and right jog animations

Jog Pivot Cardinals

Forward, backward, left and right jog pivot animations

Jog Start Cardinals

Forward, backward, left and right jog start animations

Jog Stop Cardinals

Forward, backward, left and right jog stop animations

Walk Start Cardinals

Forward, backward, left and right walk start animations

Walk Stop Cardinals

Forward, backward, left and right walk stop animations

Forward Facing Starts

Forward, backward, left and right forward facing start animations

Additive Leaning

Additive Leaning Blendspace

Idle

Idle Breaks

Array of idle break animations

Idle Walk

Idle walk animation

Idle Normal

Idle animation

Turn in Place Left

Turn left animation while standing

Turn in Place Right

Turn right animation while standing

Crouch

Crouch Start Cardinals

Forward, backward, left and right crouch start animations

Crouch Stop Cardinals

Forward, backward, left and right crouch stop animations

Crouch Pivot Cardinals

Forward, backward, left and right pivot animations

Crouch Idle Entry

Animation of transition from idle to crouch state

Crouch Idle Exit

Animation of transition from crouch back to idle state

Crouch Idle

Idle crouch animation 

Crouch Turn in Place Left

Turn left crouch animation while standing

Crouch Turn in Place Right

Turn right crouch animation while standing

Jump

Jump Start

Start animation of the jump

Jump Apex

Animation of jump when highest point reached

Jump Fall Land

Animation of landing

Jump Recovery Additive

Time that the character needs for recovery of jump

Jump Start Loop

Looped animation of jump start 

Jump Fall Loop

Looped animation of jump fall

Moveset Overlay Layers

Overlays are used to blend between the animations of the base moveset and the animations of

the overlay.

Name

Description

Aim Offset

Aim Offset

Aim Offset. Aim or look at animations of the character

Overlay

Default Switch Time

Default time to switch overlays or movesets

Idle Overlay

Overlay Anim

Idle animation that should be blend over the moveset animation

Blend Time

Time it takes to blend between to the Idle animation

Blend Alpha

Alpha value that defines how much percentage of the Idle overlay animation is blended over

Aim Overlay

Overlay Anim

Aim animation that should be blend over the moveset animation

Blend Time

Time it takes to blend between to the Aim animation

Blend Alpha

Alpha value that defines how much percentage of the Aim overlay animation is blended over

Block Overlay

Overlay Anim

Block animation that should be blend over the moveset animation

Blend Time

Time it takes to blend between to the Block animation

Blend Alpha

Alpha value that defines how much percentage of the Block overlay animation is blended over

Custom Overlay

Overlay Anim

Custom animation that should be blend over the moveset animation

Blend Time

Time it takes to blend between to the Custom animation

Blend Alpha

Alpha value that defines how much percentage of the Custom overlay animation is blended over

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