Werewolf preview
Unreal Engine · Character Asset

Werewolf
Character Guide

Dary Palasky · Complete Setup Reference
Contents
Transformation Controls Project Structure Replace Animations Live Link Face Setup Customize the Transformation Restore Clothing Change Character Size Keep Pants After Transformation Hide the Tail Remove the Shirt Disable Tail Physics Change Movement SpeedBP_Werewolf Blueprint Structure
01

Transformation Controls

Press F to transform into a werewolf. Press F again to transform back into a human. To change the transformation key, open IMC_Default and edit the IA_Transform mapping.

IMC_Default — IA_Transform mapping
IMC_Default — IA_Transform mapping
02
📁

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
Content Browser — project structure
Content Browser — project structure
Werewolf animation assets
Werewolf animation assets
Human animations — ThirdPerson
Human animations — ThirdPerson
Material instances — Transformation
Material instances — Transformation
᛭ ᚱ ᚢ ᚾ ᛖ ᛋ ᛭
03
🎞

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.

ABP_Werewolf Location
ABP_Werewolf Location
Human and Werewolf Locomotion
Human and Werewolf Locomotion
Main States and Locomotion
Main States and Locomotion
Replace Fall Loop Animation
Replace Fall Loop Animation
Replace Idle Animation
Replace Idle Animation
BS_MM_WalkRun
BS_MM_WalkRun
BS_Werewolf_WalkRun
BS_Werewolf_WalkRun
Blend Space Animations
Blend Space Animations
04
🎭

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.

Required ARKit plugins
Required Plugins

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.

ABP_Werewolf — Live Link Face setup
ABP_Werewolf — Live Link Face setup
05
🌑

Customize the Transformation

The transformation system is driven by Timeline Material and Timeline Morph. These timelines control clothing dissolve, hair dissolve, fur growth, eye transformation, tail appearance, skeletal morphing, and other transformation stages.

Each parameter uses predefined curve assets in Dary_Palasky/Werewolf/Curves. By editing these curves, you can fully customize the visual progression of the transformation.

Timeline Material — parameter curves
Timeline Material — parameter curves
Timeline Material — curve selection
Timeline Material — curve selection
Content Browser — timeline curve path
Content Browser — timeline curve path
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06
👕

Restore Clothing When Transforming Back to Human

In BP_Werewolf, locate the Material Transform section and connect Set Scalar Parameter Value directly to the next Set Scalar Parameter Value, bypassing the Branch node.

BP_Werewolf — restore clothing when transforming back
BP_Werewolf — restore clothing when transforming back
07
📏

Change Character Size

Open BP_Werewolf → Morph Transform → Timeline Morph and edit the final key of CharacterScale. Default value is 1.1.

Timeline Morph — character size curve
Timeline Morph — character size curve
Character size curve asset
Character size curve asset
08
👖

Keep Pants After Transformation

1
Enable KeepPants in MI_Werewolf_Pants
2
Set Hide_Hair = 1 in MI_Werewolf_Fur_Legs
MI_Werewolf_Pants — KeepPants
MI_Werewolf_Pants — KeepPants
MI_Werewolf_Fur_Legs — Hide_Hair
MI_Werewolf_Fur_Legs — Hide_Hair
09
🐾

Hide the Tail

1
Set Hide_Hair = 1 in MI_Werewolf_Fur_Tail
2
Open BP_Werewolf and set Set Scalar Parameter Value node with Parameter Name: HideTail to Parameter Value: 1
MI_Werewolf_Fur_Tail — Hide_Hair
MI_Werewolf_Fur_Tail — Hide_Hair
BP_Werewolf — HideTail parameter
BP_Werewolf — Set Scalar Parameter Value: HideTail = 1
10
🎽

Remove the Shirt and Keep Only the Tank Top

1
Set Hide = 1 in MI_Werewolf_Shirt
2
Set Hide = 0 in MI_Werewolf_Tank
3
In BP_Werewolf → Initial Human State Setup set HideBody_Shirt = 0 and HideBody_Tank = 1
MI_Werewolf_Shirt — Hide = 1
MI_Werewolf_Shirt — Hide = 1
MI_Werewolf_Tank — Hide = 0
MI_Werewolf_Tank — Hide = 0
BP_Werewolf — HideBody_Shirt = 0
BP_Werewolf — HideBody_Shirt = 0
11

Disable Tail Physics

To disable tail physics, set the Physics Blend Weight parameter to 0 in the Set All Bodies Below Physics Blend Weight node.

Tail Physics Location
Tail Physics Location
Physics Blend Weight
Physics Blend Weight
Expanded screenshot