Congratulations for picking up the n00dEmotes 2.0 Plugin!

Add n00dEmotes 2.0 to your library and install it to your desired Engine

In the Settings dropdown menu, select Plugins

Enable the Plugin

Restart the Editor

Open your Project Settings > Gameplay Tags and add DTGT_N00dEmotes table to the array.


Restart the Editor

Navigate to Blueprints in the Plugin Content folder and create a child of BPC_N00dEmotes

Move it into your own project folder

Create an Emotes Data Table based on N00dEmotesData

Add the newly create child component to your character class

With the component selected, in the Class Defaults, define your Emotes Data Table

Open your AnimBP and cache the Default State Machine, adding a slot in between that defines your full body slot


Using the DefaultCache, layer the blend  and cache it again

How to create a new slot

Layer it on spine_03

Return the layered pose cache

Initialise the Emote component on Begin Play

You can call the emote node anywhere - the Tag == the Tag relevant to your Data Table entry. 


It will handle the networking for you if called on the client

In the n00dEmotes Skeleton (and your own) Select Humanoid Rig

Retarget the included animations to your own skeleton

In the data table you created, define all the emotes that you want to use. Take a look at the included example DT_N00dEmotes data table for how to fill this out


The Tag is for us to define our emote when we call the Emote node

The Slot is for the AnimBP to determine what layer to play the Emote on

Disable Movement will stop the character from moving while this specific animation is playing

Use the animations that you've retargeted, or your own

You're good to go! 


Happy Emoting!


REMEMBER: if you want to contribute to this plugin, visit the Gitub Repo and create a pull request to share your changes with others!