
A brief introduction to the Third Person Template project and the Enhanced Input System. Make the character walk by editing the default Input Mapping Context.
An introduction to the Blueprint system and the Event Graph. Add a custom Input Action to allow the character to sprint.
Expanding knowledge of the Event Graph with new nodes and variable types. Strategies for debugging and collecting data using the print string node. Control how the character accelerates.
An introduction to the Animation Blueprint and State Machines. Alter how and when state transitions happen. Control how the character decelerates.
Introduction to the Niagara Particle System, Animation Editor, and Blueprint Viewport. Add components to a blueprint and synchronize events through animations. Create custom particle effects for the character's footsteps and skidding out of a sprint.
Introduction to the default jump settings and tracking the character's state during play.
Introduction to the geometry system, gravity scale, and physics constants.
Define your character's capabilities, set limits to what they can and can't do.
Bind a custom event to the jump apex, alter gravity scale, and write functions with input parameters.
Introduction to colliders and collision events.
Learn multiple different ways in which games implement variable jump height.
Learn how Unreal implements double jumps, then write a custom implementation which you can customize however you want.
Learn about the Player Start object, Game Modes, and Controllers.
Add a Reset button that will respawn the character.
Learn about how game programmers break the laws of physics to assist players and make games more fun to play; including letting the character jump even after walking off of a ledge.
Learn how animations can trigger custom events, and how to use a retriggerable delay node to buffer controller input when the player presses the button too early.
Learn how some games give the player more control over the character in the air and even simulate skydiving.
Limit how fast the character can fall and also how the character behaves without directional input to make it easier for the player to control both how the character falls and where they will land.
An introduction to importing character models and animations into Unreal.
Create your own animation blueprint and state machine from scratch.
Learn about all the different methods Unreal uses to blend animations together.
Create a completely new platforming mechanic using the Launch Character node and write a function with outputs.
Learn more about Materials and the Niagara System by adding special effects to the new dash mechanic.
We'll also discuss diegetic user interfaces.
Explore the built in crouching mechanics available in Unreal Engine 5 and add imported animations.
Learn how an animation can be blended with itself and how animation speeds can be edited to match game mechanics.
Learn how to use subtractive geometry to quickly and easily create complex shapes, and how to edit animations which have been imported into Unreal to better fit a third person character.
Learn how state transitions can apply multiple different rules to the same transition and how to call custom event from the state machine.
Learn how collisions are used for more than physics, using a sphere to represent a sound wave which will be detected by a guard.
Welcome to my course on platforming game mechanics in unreal 5.
In this course, we'll start with the Third Person Template project that is provided by Unreal 5, learn about the individual components of this project, how they work, and how we can build upon them.
In the Locomotion section, we'll use the new Enhanced Input System to create event-driven input mechanics in the Event Graph, adding extra inputs as needed. If this is your first time using blueprints, don't worry, we'll go over what the different nodes and variable types are. You'll also learn about debugging practices and collecting useful data from test cases. We'll also go over the Animation Blueprint, how State Machines work; how and when the character transitions between different animation states. Plus we'll create visual effects using the new Niagara System and use both the event graph and animations to synchronize the effects with the gameplay.
In the Jumping section, we'll go over tracking character states and introduce the Geometry system. We'll go over how gravity is implemented in Unreal, physics constants, and how we can use them to affect the character's jump. We'll define our character's capabilities, setting limits to what the character can and can't do. I'll show you how to bind a custom event to the jump apex and use that to alter gravity scale. You'll learn how to write functions which accept input parameters, how colliders work, and how events can be triggered by collisions in your game. All this will help us create jumping mechanics which feel more natural, intuitive, and fun to play.
In the falling section, we'll use the PlayerStart object to respawn the player, learning about Game Modes and Controllers. We'll implement a variety of mechanics which provide player assistance that are common in games but break the laws of physics; Coyote Time, Jump Buffer, Air Control, and Air Brakes. You'll learn more about different node and variable types in the event graph, and how animations can trigger events.
In the dashing section, we'll import a new character and animations into Unreal. We'll create a new Animation Blueprint and State Machine for our new character, and blend animations together. Then we'll build an entirely new platforming mechanic for our new character; dashing. We'll give this dash its own animation and special effects, and also learn about diegetic UI.
I have lots more content planned for this course, and will be adding more sections as they are completed.