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!