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Multimedia 1 dla listy WM HighHeelKit — Heeled Footwear System
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Opis

Overview

Showcase: High Heels for GASP
Showcase: HighHeelKit for MetaHuman X Lucy
QuickStart:UE5 High Heels + Foot Placement

Free playable demo HighHeelKit GASP
Free playable demo HighHeelKit for MetaHuman X Lucy

HighHeelKit applies a per-shoe foot posture (ankle + ball angles) to UE5 Mannequin

and MetaHuman characters through a post-process Animation Blueprint, so it layers on

top of ANY locomotion (GASP, Lyra, your own) without touching your animation graph.

Each shoe is a DataAsset preset an animator authors once; the system lifts the root

by the heel height so the foot stays planted on the ground.


New in 1.1.0 — native MetaHuman support

A second shoe set built for the MetaHuman skeleton, usable two ways:

- Drop-in — assign the DataAsset to the Footwear Component and the shoe is on.

Fixed size.

- Wardrobe / Outfit — the shoe resizes with your MetaHuman's body sliders.

Goes through Build.

Three one-click tools, all in the right-click menu:

- Setup HighHeelKit for MetaHuman — wires the post-process ABP onto the MetaHuman body

- Add MetaHuman Shoes to Wardrobe — adds the whole MetaHuman shoe set to a character

- Verify HighHeelKit Setup — a read-only checker that tells you exactly which step is

wrong, including level-instance overrides that silently win over the Blueprint

Documentation

HighHeelKit_README

HighHeelKit_QuickStart

HighHeelKit_MetaHuman

HighHeelKit_SupportedSkeletons

HighHeelKit_FAQ

HighHeelKit_PlayableDemo

Key features

- Data-driven and tunable: set ankle/ball pitch per shoe in a DataAsset. No runtime

clamping fights your authored poses.

- Anatomical angle limits: built-in ankle & ball clamps keep the foot inside its

natural range when walk / run / jump / attack is layered on top — no bone-snapping.

- Post-process AnimBP: works on top of any locomotion system, no graph edits.

- Grounded at any heel height: automatic root-lift keeps the foot planted; fades out

while airborne (e.g. ledge climbs) so hands still reach.

- Slope & crouch ground adaptation: a per-foot ground trace plus 2-bone leg IK keeps

each heel on ramps and uneven floors, and re-plants a foot when you crouch — no

sinking into slopes, no floating heel.

- Auto-scales to any body: the Mannequin-tuned defaults auto-fit each character's foot

size from its skeleton, so it looks right on any body type with no manual tuning.

- Runtime shoe switching: cycle footwear live (H / G demo binds, Enhanced Input). The

wardrobe is open-ended — add a DataAsset and a custom shoe joins the system, with no

limit on count.

- One-click ABP setup: right-click a SkeletalMesh → "Setup HighHeelKit" and the

post-process Animation Blueprint is assigned for you.

- Self-contained: ships its own UE5-Mannequin-compatible skeleton, post-process ABP,

materials and input actions. No dependency on in-project /Game/ paths.

What's included

- 26 footwear meshes — 13 shoes x 2 skeletons (UE5 Mannequin / MetaHuman):

3 high heels, 5 boots, 3 long boots, 2 Roman sandals (open toe), + barefoot preset

- 27 FootwearPosture DataAsset presets

- 13 MetaHuman Wardrobe Items

- 1 post-process Animation Blueprint (ApplyFootwearPosture)

- 1 C++ runtime + editor module (Footwear component, AnimGraph node, one-click tools)

- 1 master material + material instances

- 2 Enhanced Input actions (next / previous shoe)

- 6 PDF documents


Free downloads — try before you buy

- Playable Demo (about 1.41 GB, no install): GASP traversal across all terrain,

13 pairs, press M to swap between Quinn and MetaHuman.

- MetaHuman Source Body project (about 0.87 GB): the MetaHuman shoes were modelled to

this body's foot — use it as the base for your wardrobe. This project does not

contain the plugin; install HighHeelKit first.


Compatibility

- UE 5.7 , 5.8 , Windows

- UE5 Mannequin skeleton (Manny / Quinn) — native

- MetaHuman — native (requires Epic's MetaHuman plugin)

- Other skeletons: works if foot/ball bone names map across (foot_l/r, ball_l/r) —

enter your own bone names in the Apply Footwear Posture node

- Tested with Game Animation Sample (GASP) locomotion

Dependencies

This plugin uses Unreal Engine's built-in Enhanced Input plugin (enabled

automatically) for the optional shoe-switching input demo. The MetaHuman shoe set

requires Epic's MetaHuman plugin. No third-party plugins required.

Support

- Email: [email protected]

- YouTube: https://www.youtube.com/@AnimsetWeaponMaster

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