Transformation Controls
Press F to transform into a werewolf. Press F again to transform back into a human.
Press Q to switch between Long and Fast transformation modes.
To change the transformation keys, open IMC_Default and edit the IA_Transform and IA_ToggleTransformMode mappings.
Project Structure
All assets live under Dary_Palasky/Werewolf/:
- BlueprintsDary_Palasky/Werewolf/Blueprints
- Werewolf AnimationsDary_Palasky/Werewolf/Animation
- Human AnimationsDary_Palasky/Werewolf/Demo/ThirdPerson
- Material InstancesDary_Palasky/Werewolf/Material/Transformation
- CurvesDary_Palasky/Werewolf/Curves
- Input SettingsDary_Palasky/Werewolf/Input
Replace Animations
Custom animations can be assigned in ABP_Werewolf, located in Dary_Palasky/Werewolf/Animation.
Inside this Animation Blueprint, you will find separate locomotion systems for the human form and the werewolf form. Replace the animations separately for each form.
Replace the animations in Main States, Locomotion, BS_Werewolf_WalkRun, and BS_MM_WalkRun.
Live Link Face Setup
Before using Live Link Face, make sure the Apple ARKit and Apple ARKit Face Support plugins are enabled. These plugins are required for proper facial tracking functionality.
Open ABP_Werewolf. The AnimGraph already contains two configured Live Link nodes: Human LiveLink and Werewolf LiveLink. To connect Live Link Face, assign your Live Link Subject Name to both nodes. Switching between human and werewolf facial animation happens automatically through the SK_Werewolf parameter.
Customize the Transformation
The transformation system is driven by Timeline Material Long/Fast and Timeline Morph Long/Fast. These timelines control clothing dissolve, hair dissolve, fur growth, eye transformation, tail appearance, skeletal morphing, and other transformation stages.
Each parameter in Timeline Material Long and Timeline Morph Long uses predefined curve assets in Dary_Palasky/Werewolf/Curves. By editing these curves, you can fully customize the visual progression of the transformation.
Restore Clothing When Transforming Back to Human
In BP_Werewolf, locate the Material Transform Long/Fast section and connect Set Scalar Parameter Value directly to the next Set Scalar Parameter Value, bypassing the Branch node.
Change Character Size
Open BP_Werewolf → Morph Transform Long/Fast → Timeline Morph Long/Fast and edit the final key of CharacterScale.
Default value is 1.1.
Keep Pants After Transformation
KeepPants in MI_Werewolf_PantsHide_Hair = 1 in MI_Werewolf_Fur_LegsHide the Tail
Hide_Hair = 1 in MI_Werewolf_Fur_TailBP_Werewolf and locate both Material Transform Fast and Material Transform Long sections. Set the Set Scalar Parameter Value node with Parameter Name: HideTail to Parameter Value: 1.Remove the Shirt and Keep Only the Tank Top
Hide = 1 in MI_Werewolf_ShirtHide = 0 in MI_Werewolf_TankBP_Werewolf → Initial Human State Setup set HideBody_Shirt = 0 and HideBody_Tank = 1Disable Tail Physics
To disable tail physics, set the Physics Blend Weight parameter to 0 in the Set All Bodies Below Physics Blend Weight node.
Change Movement Speed
Open BP_Werewolf and locate the Movement Speed section. The upper Set nodes control walking speed, and the lower Set nodes control running speed.
BP_Werewolf Event Graph
The entire transformation system is contained inside BP_Werewolf. This overview shows the main Event Graph structure, including the Long and Fast transformation branches, material timelines, morph timelines, movement settings, tail physics, and transformation mode switching.