Skip to content

Setup

Project Settings

RGameAnim requires the following data is added to project config .ini files found in the (ProjectName)/Config/ folder.

DefaultEngine.ini

  1. Add the following ConsoleVariables to the projects (ProjectName)/Config/DefaultEngine.ini file.
(ProjectName)/Config/DefaultEngine.ini
[ConsoleVariables]
fx.Niagara.ForceLastTickGroup=1
p.EnableCharacterAccelerationReplication=1
[/Script/Engine.DataDrivenConsoleVariableSettings]
+CVarsArray=(Type=CVarInt,Name="DDCvar.Traversal.DrawDebugLevel",ToolTip="",DefaultValueFloat=0.000000,DefaultValueInt=0,DefaultValueBool=False)
+CVarsArray=(Type=CVarFloat,Name="DDCvar.Traversal.DrawDebugDuration",ToolTip="",DefaultValueFloat=1.000000,DefaultValueInt=0,DefaultValueBool=False)
+CVarsArray=(Type=CVarInt,Name="DDCvar.MMDatabaseLOD",ToolTip="",DefaultValueFloat=0.000000,DefaultValueInt=0,DefaultValueBool=False)
+CVarsArray=(Type=CVarBool,Name="DDCvar.DrawVisLogShapesForFoleySounds",ToolTip="",DefaultValueFloat=0.000000,DefaultValueInt=0,DefaultValueBool=False)
+CVarsArray=(Type=CVarBool,Name="DDCVar.AttributeBasedRootMotion.Enable",ToolTip="",DefaultValueFloat=0.000000,DefaultValueInt=0,DefaultValueBool=False)
+CVarsArray=(Type=CVarFloat,Name="DDCvar.OffsetRootBone.TranslationRadius",ToolTip="",DefaultValueFloat=0.000000,DefaultValueInt=0,DefaultValueBool=False)
+CVarsArray=(Type=CVarBool,Name="DDCVar.ExperimentalStateMachine.Enable",ToolTip="",DefaultValueFloat=0.000000,DefaultValueInt=0,DefaultValueBool=False)
+CVarsArray=(Type=CVarBool,Name="DDCVar.ExperimentalStateMachine.Debug",ToolTip="",DefaultValueFloat=0.000000,DefaultValueInt=0,DefaultValueBool=False)
+CVarsArray=(Type=CVarBool,Name="DDCVar.ThreadSafeAnimationUpdate.Enable",ToolTip="",DefaultValueFloat=0.000000,DefaultValueInt=0,DefaultValueBool=True)
+CVarsArray=(Type=CVarBool,Name="DDCVar.NewGameplayCameraSystem.Enable",ToolTip="",DefaultValueFloat=0.000000,DefaultValueInt=0,DefaultValueBool=True)
+CVarsArray=(Type=CVarInt,Name="DDCvar.LocomotionSetupCMC",ToolTip="",DefaultValueFloat=0.000000,DefaultValueInt=0,DefaultValueBool=False)
+CVarsArray=(Type=CVarInt,Name="DDCvar.LocomotionSetupMover",ToolTip="",DefaultValueFloat=0.000000,DefaultValueInt=1,DefaultValueBool=False)
+CVarsArray=(Type=CVarInt,Name="DDCVar.DefaultAnimSet",ToolTip="",DefaultValueFloat=0.000000,DefaultValueInt=0,DefaultValueBool=True)
+CVarsArray=(Type=CVarInt,Name="DDCvar.StrafeStyle",ToolTip="",DefaultValueFloat=0.000000,DefaultValueInt=1,DefaultValueBool=False)
+CVarsArray=(Type=CVarInt,Name="DDCvar.AimStyle",ToolTip="",DefaultValueFloat=0.000000,DefaultValueInt=0,DefaultValueBool=False)
+CVarsArray=(Type=CVarInt,Name="DDCvar.CameraStyle",ToolTip="",DefaultValueFloat=0.000000,DefaultValueInt=1,DefaultValueBool=False)
+CVarsArray=(Type=CVarBool,Name="DDCvar.UseUnrealAnimationFramework",ToolTip="",DefaultValueFloat=0.000000,DefaultValueInt=0,DefaultValueBool=False)
+CVarsArray=(Type=CVarBool,Name="DDCvar.DrawCharacterDebugShapes",ToolTip="",DefaultValueFloat=0.000000,DefaultValueInt=0,DefaultValueBool=False)
+CVarsArray=(Type=CVarBool,Name="DDCvar.DrawCharacterDebugStates",ToolTip="",DefaultValueFloat=0.000000,DefaultValueInt=0,DefaultValueBool=False)
+CVarsArray=(Type=CVarBool,Name="DDCvar.DrawCharacterDebugGraphs",ToolTip="",DefaultValueFloat=0.000000,DefaultValueInt=0,DefaultValueBool=False)
+CVarsArray=(Type=CVarInt,Name="DDCvar.FootPlacementMode",ToolTip="0 == off, 1 == foot placement node, 2 == biped control rig",DefaultValueFloat=0.000000,DefaultValueInt=1,DefaultValueBool=False)
+CVarsArray=(Type=CVarInt,Name="DDCvar.ControlStyle",ToolTip="",DefaultValueFloat=0.000000,DefaultValueInt=0,DefaultValueBool=False)
+CVarsArray=(Type=CVarInt,Name="DDCvar.PawnClass",ToolTip="",DefaultValueFloat=0.000000,DefaultValueInt=-1,DefaultValueBool=False)
+CVarsArray=(Type=CVarInt,Name="DDCvar.VisualOverride",ToolTip="",DefaultValueFloat=0.000000,DefaultValueInt=-1,DefaultValueBool=False)
+CVarsArray=(Type=CVarInt,Name="DDCvar.AnalogInputStyle",ToolTip="",DefaultValueFloat=0.000000,DefaultValueInt=0,DefaultValueBool=False)

DefaultGameplayTags.ini

  1. Add the following GameplayTags to the projects (ProjectName)/Config/DefaultGameplayTags.ini file.
(ProjectName)/Config/DefaultGameplayTags.ini
+GameplayTagRedirects=(OldTagName="Statetree.Task.FindBetterSlot",NewTagName="Statetree.Task.FindSlotInGivenActor")
+GameplayTagRedirects=(OldTagName="StateTree.SmartObject.MotionMatch.CostSucess",NewTagName="StateTree.SmartObject.MotionMatch.CostSuccess")
+GameplayTagRedirects=(OldTagName="SmartObject.ObjectType.FoodTruck",NewTagName="SmartObject.ObjectType.QueSmartObject")
+GameplayTagList=(Tag="Abilities.ContextualAnim",DevComment="")
+GameplayTagList=(Tag="Abilities.MoveTo",DevComment="")
+GameplayTagList=(Tag="Foley",DevComment="")
+GameplayTagList=(Tag="Foley.Event",DevComment="")
+GameplayTagList=(Tag="Foley.Event.Handplant",DevComment="")
+GameplayTagList=(Tag="Foley.Event.Jump",DevComment="")
+GameplayTagList=(Tag="Foley.Event.Land",DevComment="")
+GameplayTagList=(Tag="Foley.Event.Run",DevComment="")
+GameplayTagList=(Tag="Foley.Event.RunBackwds",DevComment="")
+GameplayTagList=(Tag="Foley.Event.RunStrafe",DevComment="")
+GameplayTagList=(Tag="Foley.Event.Scuff",DevComment="")
+GameplayTagList=(Tag="Foley.Event.ScuffPivot",DevComment="")
+GameplayTagList=(Tag="Foley.Event.ScuffWall",DevComment="")
+GameplayTagList=(Tag="Foley.Event.Slide.Loop",DevComment="")
+GameplayTagList=(Tag="Foley.Event.Tumble",DevComment="")
+GameplayTagList=(Tag="Foley.Event.Walk",DevComment="")
+GameplayTagList=(Tag="Foley.Event.WalkBackwds",DevComment="")
+GameplayTagList=(Tag="GameplayCue.ContextualAnim",DevComment="")
+GameplayTagList=(Tag="MotionMatching",DevComment="")
+GameplayTagList=(Tag="MotionMatching.Default",DevComment="")
+GameplayTagList=(Tag="MotionMatching.Idle",DevComment="")
+GameplayTagList=(Tag="MotionMatching.Loops",DevComment="")
+GameplayTagList=(Tag="MotionMatching.Pivots",DevComment="")
+GameplayTagList=(Tag="MotionMatching.Starts",DevComment="")
+GameplayTagList=(Tag="MotionMatching.Stops",DevComment="")
+GameplayTagList=(Tag="SmartObject.ObjectType.Bench",DevComment="")
+GameplayTagList=(Tag="SmartObject.ObjectType.NPC",DevComment="")
+GameplayTagList=(Tag="SmartObject.ObjectType.Player",DevComment="")
+GameplayTagList=(Tag="SmartObject.ObjectType.QueSmartObject",DevComment="")
+GameplayTagList=(Tag="StateTree.SmartObject.ExitSmartObject",DevComment="")
+GameplayTagList=(Tag="StateTree.SmartObject.MotionMatch.CostSuccess",DevComment="")
+GameplayTagList=(Tag="Statetree.Task.Climb",DevComment="")

This is the easiest way I found to make this work since Unreal Engine will not load the plugin .ini file.

GM_Sandbox

  1. Update Project Settings Project/Maps & Modes/Default GameMode to GM_Sandbox. You can also just update the World Settings tab GameMode Override for a specific level/map.