The Medieval Werewolf,
step by step.
Everything needed to set up, customize, and extend the transformation system — asset paths, material toggles, and the exact Blueprint nodes behind each behavior.
Project Structure
All assets for this product live under a single root folder. Use this map to find any Blueprint, animation, material, curve, or input asset referenced in this guide.
Transformation Controls
Default input bindings for triggering and configuring the transformation in the demo level.
Press F to transform into a werewolf. Press F again to transform back into a human.
Press Q to switch between Long and Fast transformation modes.
To change the transformation keys, open IMC_Default and edit the IA_Transform and IA_ToggleTransformMode mappings.
Disable Safe Mode
Safe Mode keeps the werewolf materials in a censor-safe state out of the box. Turn it off to reveal the full body and head detail.
Uncheck the Safe_Mode parameter on MI_Medieval_Werewolf_Body.
Do the same on MI_Medieval_Werewolf_Head.
Live Link Face Setup
Drive facial animation on both forms with an iPhone's TrueDepth camera via Live Link Face.
Before using Live Link Face, enable the Apple ARKit and Apple ARKit Face Support plugins. These are required for facial tracking to work.
Open ABP_Medieval_Werewolf. Its AnimGraph already contains two configured Live Link nodes: Human LiveLink and Werewolf LiveLink. Assign your Live Link Subject Name to both. Switching between human and werewolf facial animation happens automatically, driven by the SK_Werewolf parameter.
Keep Pants After Transformation
By default, clothing dissolves during the transformation. Follow these two steps to keep the pants intact on the werewolf form.
Enable KeepPants on MI_Medieval_Werewolf_Pants.
Set Hide_Hair = 1 on MI_Medieval_Werewolf_Fur_Legs, so leg fur doesn't clip through the kept pants.
Remove the Gloves and Armor
Four independent toggles control glove, gambeson-sleeve, and armor visibility — down to individual pieces.
To hide the gloves — set Hide = 1 on MI_Medieval_Werewolf_Gloves.
To restore full visibility of the gambeson sleeves — set Hide = 0 on MI_Medieval_Werewolf_Gambeson.
To hide all armor — set Hide = 1 on MI_Medieval_Werewolf_Armor.
To hide individual armor pieces — in BP_Medieval_Werewolf, select the relevant Skeletal Mesh Component and disable Visible in Details.
Replace Animations
Custom animations can be assigned inside the Animation Blueprint, located at Dary_Palasky/Medieval_Werewolf/Animation. The human and werewolf forms use separate locomotion systems — replace each independently.
Open ABP_Medieval_Werewolf and locate BS_Medieval_Werewolf_WalkRun, the werewolf locomotion blend space.
The human locomotion blend space, BS_MM_WalkRun, is found at the path below.
Replace the animations separately in Main States and Locomotion for each form.
Disable the Dissolve Effect on Detached Armor
When armor breaks away during transformation, the detached pieces dissolve by default. Two changes keep them intact and physical instead.
Enable the KeepPart parameter on MI_Medieval_Werewolf_Armor.
In BP_Medieval_Werewolf, inside the Destroy Armor Component section, disconnect the False output of the Branch gated on IsArmorDestroyed, and connect it to the Exec input of the next Branch, gated on IsTransformingToWerewolf.
Change Character Size
The werewolf's final scale is driven by a Timeline key, not a fixed constant — so it can be tuned freely.
Open BP_Medieval_Werewolf → Morph Transform Long/Fast → Timeline Morph Long/Fast, and edit the final key of CharacterScale.
Default value is 1.1.
Change Movement Speed
Walk and run speeds for the werewolf form are set independently.
Open BP_Medieval_Werewolf and locate the Movement Speed section. The upper Set nodes control walking speed; the lower Set nodes control running speed.
Hide the Tail
The tail can be removed in two coordinated steps — one on the fur material, one on the transformation timeline.
Set Hide_Hair = 1 on MI_Medieval_Werewolf_Fur_Tail.
Open BP_Medieval_Werewolf and locate both Material Transform Fast and Material Transform Long. Set the Set Scalar Parameter Value node with Parameter Name HideTail to Parameter Value 1.
Customize the Transformation
The transformation is driven by four Timelines — Material Long, Material Fast, Morph Long, and Morph Fast — controlling clothing dissolve, hair dissolve, fur growth, eye transformation, tail appearance, skeletal morphing, and every other stage.
Each parameter track in these timelines is driven by a predefined curve asset.
All curve assets live at Dary_Palasky/Medieval_Werewolf/Curves. Edit these curves directly to fully customize the visual pacing of the transformation.
BP_Medieval_Werewolf — Event Graph Overview
The entire transformation system lives inside a single Blueprint: BP_Medieval_Werewolf. This closing overview ties every section above back to one Event Graph — the Long and Fast transformation branches, material timelines, morph timelines, movement settings, tail physics, and the human/werewolf mode switch all run from here.
Full overview of the Event Graph inside BP_Medieval_Werewolf — Fast and Long transformation branches, material and morph timelines, and the armor breakaway system.
Open BP_Medieval_Werewolf directly to follow the live graph — use the parameter and node names introduced throughout this guide as your map.