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.
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 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.
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.
Change Character Size
Open BP_Werewolf → Morph Transform → Timeline Morph 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 set Set Scalar Parameter Value node with Parameter Name: HideTail to Parameter Value: 1Remove 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 = 1