Platform: Unreal Engine 5.3, Language: Blueprints
I made a project to explore the animation systems of Unreal Engine 5.3 while also creating a fleshed out character script that I could use for future projects.
Above is the high concept of the movement animation system.
Animations like falling were handled by checking vertical velocity and then using montages and blend spaces to smoothly transition between each animation.
I made more advanced animations for the vaulting system that would check for the input of the player, calculate if the player can vault over an object, and move the player in world space to match the animation.
Above is the logic required to properly execute the vaulting animation and below are parts of the animation system I created to send information to the blueprints.
The last major animation that I set up was the assassination.
I created a dummy NPC that holds where the player position should be during the assassination animation, and also enables awidget that lets the player know when they are in range for an assassination.
Once the player initiates the assassination by clicking the left mouse button, the player will smoothly move into position for the animation. Then after the animation, the dummy will lose all functionality and become a ragdoll as the player is placed into the new position and rotation.
Lastly, I worked on creating the functionality of a player script that could control health and stamina. Above is the testing of the health system. For this program I created multiple functions that could be called by the base player script.
Below is the health system I created as well as how it handles damage and death.
(click to zoom in)
Below is the stamina system I created as well as how it connects to sprinting.
(click to zoom in)
This project allowed me to solidify the basics of Unreal Engine and build upon what I already knew. This project made me more comfortable with Unreal Engine and taught me new information about animation that could be transferred to other programs.