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Locomotion System Implementation | Unreal Engine 5

This is my conclusion project from Animation Ecosystem for Game Development course by Kyle Chittenden (Epic Dev Community).
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Subjects covered:
- Import, retarget, and trim animations for use in the State Machine
- Blendspaces and Blendspace Analysis (to fix issues like foot sliding)
- Sockets to attach items to a Control Rig
- Animation Montages and Notifies
- Editing existing animations with Control Rig and Sequencer before finally baking out (without having to leave Unreal Engine)
- Aliases (for cleaner State Machines)
- Custom Blueprint Events and Functionalities
- Cache slots to override animation

Fundamental Animation Ecosystem for Game Development

Custom Animation Blueprint functionalities (in red)

Custom Animation Blueprint functionalities (in red)

Custom State Machines and Aliases

Custom State Machines and Aliases

Locomotion and Crouch State Machines

Locomotion and Crouch State Machines

Crouching Walk State

Crouching Walk State

Holster and Un-holster Weapon Blueprints

Holster and Un-holster Weapon Blueprints

Crouch and Slow-motion Functionality Blueprints

Crouch and Slow-motion Functionality Blueprints

Fire (Attack) Input Action Blueprints

Fire (Attack) Input Action Blueprints

Animation Montage Slots System

Animation Montage Slots System

Idle/Run (Unarmed) Blend Space

Idle/Run (Unarmed) Blend Space

Idle/Run (Armed) Blend Space

Idle/Run (Armed) Blend Space

Idle/Run (Armed + Crouched) Blend Space

Idle/Run (Armed + Crouched) Blend Space

Idle/Run (Unarmed + Crouched) Blend Space

Idle/Run (Unarmed + Crouched) Blend Space