Week 4 stretched a bit farther than expected mainly due to the difficulties that arose from implementing a custom physics profile onto the guard model, as well as laying the groundwork for the rest of the core gameplay loop to be completed.
The skeletal rig needed to be reworked mainly because of how differently Unreal and Blender handle IK vs FK weights in bones. After spending the better part of a week messing with the hierarchy and import settings I was able to get a good enough version working in engine, the main issue being the calf bones not properly anchoring to the thigh bones.
I was able to fix this a bit by messing with the joint constraints but there's still a bit of wonky behavior, though this is good enough to move on with development.
Revisiting the animation BP for the first person arm issues that came up back in Week 1, I found the source of the issue being how the animation states were being blended.
Re-arranging the Left Arm slot to blend in before the Right Arm over the DefaultState now allows for both Arm animations to play correctly. There does seem to be some priority issues when trying to activate both arm animations at the same time, but I'm glad to have fixed this issue and will return to iron out the priority issues after the core gameplay loop is finished.
I also took some time to flesh out and document the core loops that make up the gameplay options available to the player so quantifying progress and prioritizing work will be easier moving forward. Currently the stealth loop is the branch that I'm fleshing out the most with the knockout stick being done. Since the logic for stealth knockouts and kills are very similar it should be easier to implement the next two sticks and finish up the branch this next week. After that I'll be starting on the Pick-Ups and Diagetics.