
Description
Demo Links:
Video: Youtube
Windows Playable Zip: Download
The Holding Hands System provides a robust framework for implementing hand-holding gameplay mechanics, enabling immersive, cooperative interactions between characters.
Designed for seamless pairing of two instances of the same class (BP-HoldingHandsPlayer), this system designates one character as the leader and the other as a follower. The leader character is animated with a pre-defined right-hand holding animation sequence, while the follower character dynamically adjusts its left hand to match the leader’s position using Control Rig.
The project includes two player classes:
BP-HoldingHandsPlayer: Player-controlled character capable of both leading or following
BP-CompanionPlayer: AI-controlled character that follows a specific BP-HoldingHandsPlayer instance.
Additionally, the project includes two animation blueprints designed for Quinn and Manny mannequins (derived from ABP_QuinnHoldingHands). Each animation blueprint supports distinct animations, making this system versatile for different character appearances. Compatible with both the Unreal Engine 5 Mannequin Skeleton and Metahuman Skeleton, the Hand-Holding System can also be adapted to non-human models, such as animals, with minimal adjustments.
Key Components
Blueprints:
BP-HoldingHandsPlayer: Main character class with holding hand functionality.
BP-CompanionPlayer: AI-controlled companion that follows the leader. (has AI controller, behavior tree, services, decorators)
BP-HoldingHandContext: Centralized blueprint managing state and relationship data between leader and follower instances.
Animation Blueprints:
ABP_QuinnHoldingHands (Extended for Quinn and Manny): Custom animation blueprints for hand-holding logic.
Control Rigs:
CR_Mannequin_HoldingHands
Animation Sequences:
MF_Holding_R_Hand
Structures:
ST-FollowerParams: Structure defining follower-specific parameters for customized Control Rig results.
ST-LeaderParams: Structure defining leader-specific parameters
This system offers great flexibility, allowing users to integrate it into projects with various skeletal structures and even expand functionality to support multiple players with minimal adjustments.