Hey everyone, Neo here.
Back with the news. Big time news.
— Discord Upgrades —
We've re-introduced Ticket Tool back to the server and cleaned up some of the channels. If you have any support question, please create a ticket in the support discord channel.
— Motion & Metahumans —
We are aware of an issue with Metahuman meshes preventing the animation warping nodes to work properly in some cases. A bug report has been sent to Epic Games but we're also actively working on a solution and will post another update when we've updated the documentation on how to integrate Metahumans with Motion with a solution to this problem.
— Motion 1.4 —
Motion 1.4 has now entered development and will feature the following updates:
Complete overhaul of the movement sound component
We will replace the most of the existing logic for sounds, especially footsteps, in favor of an animation-notification-based system for more accurate footsteps, especially when animations blend together.
This also adds footsteps to animations like turn-in-place which have not been considered before.
Introduction of Metasounds
We will also introduce Metasounds to Motion. The movement sound table will be re-purposed to include a list of _Metasound sources_ which then contain the logic for random sound selection, pitch modulation etc.
Each combination of sound type (e.g. 'StepLeft', 'CrouchRight' etc.) and surface (e.g. 'Concrete', 'Gravel' etc.) can be assigned its own Metasound source.
This allows for deeper customization using the new Metasound system on a completely new level!
Introduction of Enhanced Input
Also on the list of new shiny things: Enhanced Input. The Enhanced Input Plugin gives developers an easy upgrade path and backward compatibility with the engine's default input system. This plugin implements features like radial dead zones, chorded actions, contextual input and prioritization, and the ability to extend your own filtering and processing of raw input data in an Asset-based environment.
This deprecates existing input events like 'OnSprintKeyPressed' in favor of direct implementations in the relevant components, resulting in less code and more flexibility. The documentation will updated to reflect this change and notify users of the upcoming depreciation.
— Experimental Multiplayer Support for Motion —
In Motion 1.5 we will add experimental multiplayer support for Motion. This will be available in a seperate version of Motion which will be made available to Verified Motion Developers via Discord. More details will be shared closer to the release of 1.5.
If you have not verified your purchase of Motion yet and would like access to the role, please visit the 'verify-here' channel in our Discord server.
— Animate for Unreal 4 —
As some of you have noticed, Animate is currently only available for Unreal Engine 5.
We were trying to plan ahead for the unavoidable deprecation of Unreal 4 in the marketplace, which only allows Code Plugins to be released for the last 3 major versions of Unreal Engine, but also understand that some users are still working with Unreal 4.27.
If you're interested in a 4.27 version of Animate, please upvote and leave your feedback here
— Animate 1.1 —
The first major update for Animate will include spline support for Animate. Details haven't been worked out yet, but the general idea is that you can place splines in the editor, save them as asset and use them for spline-based animations, e.g. to move a companion along a path. In combination with curves you could enhance that spline-based movement to add some variation to the movement of the companion on the spline!
We're looking forward to see what y'all can create with it!
Big chonker today. Lots of news, even more work ahead! Looking forward to all of it though, as what we strive for is nothing less than creating the best possible tools for your projects!
Hope y'all have a nice weekend!
Sincerely,
Neo