
use unreal engine 5.3 , newer unreal engine has lots of bugs it will be really really hard for beginners and even intermediates to continue the course with other versions that has bugs
import Lyra character into Unreal Engine 5 for the ALS course, migrate and place it in the content folder, then duplicate material instances and set them to yellow.
Explore blueprint communication in Unreal Engine 5 ALS, using animation blueprints, interfaces, casting, and thread-safe property access to update animation variables, plus setting up a Lyra game mode and character.
Learn how to connect blueprints in unreal engine 5 by comparing casting, interfaces, and property access, then pull velocity and max walk speed into the animation blueprint.
Explore blueprint interfaces in Unreal Engine 5 and implement them in animation blueprints to pass and receive max walker speed between a character and its animation instance using functions.
Learn how to use property access in a separate animation blueprint thread to read velocity and max walker speed from the character movement component, enabling thread-safe, non-blocking updates.
Import idle animations into Unreal Engine 5 using the ALS workflow, link the character class to the animation blueprint, and map idle, pistol, and rifle animations to keyboard 1–3.
Learn to save and switch the equipped gun using a blueprint enum with unarmed, pistol, and rifle, driven by keyboard 1–3 and connected to animation logic.
Use blend poses by int in Unreal Engine 5 ALS to switch idle animations (unarmed, pistol, rifle) via an active child index and select node; adjust blend time.
Learn to blend poses in Unreal Engine 5 using blend poses by enums, adding unarmed, pistol, and rifle, wiring them to the gun and setting blend weights to 0.2.
Learn to drive a single sequence player with dynamic value selection to switch between unarmed, pistol, and rifle idle animations, using binding functions, blending, and inertialization for smooth transitions.
Discover how animation layers organize animations in Unreal Engine, using an idle layer and animation layer interfaces to streamline the animation blueprint workflow in ALS.
Learn to create and implement an animation layer interface, add an idle layer, and connect it to an animation blueprint to organize layers for advanced locomotion.
Create child animation blueprints from the base mannequin in content drawer and assign idle animations. Link ABP layers to the character, switch to pistol and rifle, and test in game.
Set the sequence player to dynamic and create an idle on update binding. Apply inertial blending to the idle animation in the anim graph with the correct update context.
Organize Unreal Engine 5 blueprints by aligning nodes, spacing for readability, and using shortcuts like Q, Ctrl-click, and Shift+A; colorize initialization, add comments, and categorize functions.
Create an enhanced look around input action and map mouse x and y to a 2d axis, then wire yaw and pitch controls through a spring arm with rotation enabled.
Set up movement in Unreal Engine 5 with enhanced input by creating a 2D vector action, mapping W A S D for movement, and using negate and swizzle modifiers.
Learn to implement character movement in Unreal Engine 5 ALS by wiring input to forward, backward, left, and right using control rotation, right and forward vectors, and optimization steps.
Import and organize cycle and idle animations for pistol, rifle, and unarmed in Unreal Engine by creating idle and cycle folders, importing jog and walk sets with escape mannequin skeleton.
Import and loop the walk forward animation, read velocity data, and drive a 2d velocity-based state machine to switch between idle and cycle, enabling root motion.
Create an enum for movement states (walking, jogging) and a current gate variable. Create a gate setting struct to store max walk speed and max acceleration.
Learn to use a gate settings map in Unreal Engine 5 to store per-state walking and jogging values: max speed, acceleration, and braking factors for the advanced locomotion system.
Implement an update gate function that takes a gate input to set the gate and its settings, enabling jogging to walking transitions by adjusting max walk speed and acceleration.
Pass the current gate from the character to the animation blueprint by implementing a receive current gate function and exposing a current gate variable to drive walk and jog animations.
Migrate the ALS setup by replacing layers with animation layer interfaces, add a cycle layer to ABP base and ABP layer, and enable access to character movement.
Access the ABP base from an ALS layer in Unreal Engine 5 by creating a get ABP base function, casting the anim instance, and returning the BP base.
Master debugging enum variables in Unreal Engine 5's ALS with a reusable print enum function and format text to show current gate states like walking or jogging.
Learn to debug a float value in Unreal Engine 5 ALS by creating a debug print function with named inputs and formatted output showing velocity.
Visualize velocity and vectors in Unreal Engine 5 by drawing a debug arrow from the character's feet, displaying velocity, acceleration, and deceleration with adjustable size, color, duration, and thickness.
Visualize a character's velocity in Unreal Engine 5 by drawing a debug arrow from the feet, clamping its length, and making the function modular with configurable vector input.
Demonstrates using the draw debug string node to display the character velocity at the feet, with color and duration settings for analyzing the Unreal Engine 5 ALS locomotion system.
Demonstrates slow mode in Unreal Engine 5 by using debug keys minus and plus to adjust global time dilation from 1 to a slower value and back, with a test.
Inspect and log the velocity locomotion angle, a float in locomotion data, via a bp debug print to map character velocity direction to forward, right, left, or backward animations.
Define velocity locomotion angle and use a direction enumeration to select the correct animation. Create a calculate locomotion direction function to map angle to forward, backward, left, or right.
Determine backward movement in Unreal Engine 5 by calculating the velocity locomotion angle and setting the velocity locomotion direction when angles indicate backward movement.
Modularize the calculate locomotion direction function by replacing hard-coded values with inputs for backward min/max and forward min/max, and returning a locomotion direction for reuse.
Learn to implement a forward dead zone in an ALS locomotion system, using a configurable dead zone to keep forward animations steady within -70 to 70 degrees and prevent lag.
Calculate the backward dead zone in Photoshop, then implement it in Unreal Engine 5 using backward min and max angles with a 20-degree dead zone and test with a joystick.
Compute the right dead zone in unreal engine 5 ALS using forward max 50, backward max 130, and a dead zone to keep the locomotion angle in the right direction.
Learn to compute the left dead zone in Unreal Engine 5 locomotion system by adjusting forward and backward minimums, dead zone values, and angle checks to prevent laggy left animations.
Select direction-based animations in Unreal Engine 5 ALS by using velocity locomotion direction and a select node to switch between forward, backward, left, and right walk and jog.
Explore creating a directional animations struct to assign forward, backward, left, and right walk and jog animations for pistol, rifle, and unarmed characters in Unreal Engine 5 ALS, organized via animation blueprints.
Apply stride warping in Unreal Engine 5 ALS by enabling animation warping, selecting pelvis and IK foot root bones, and using velocity 2D from ABP base to drive locomotion speed.
Implement orientation warping in Unreal Engine 5's advanced locomotion system, fix 45° animations with spine and IK foot bones, and tune graph mode for smoother locomotion.
Use apply additive node in Unreal Engine 5 to blend lean from blend space into base animation, choosing mesh space or local space additive and adjusting gate and lean angle.
Compute lean angle from delta yaw using actor yaw and last frame yaw, divide by delta time, clamp to -90 to 90, and apply to lean left or right.
Fix backward lean in unreal engine 5 locomotion by using a select node to multiply the lean angle by minus one for backward movement, while organizing rotation data for clarity.
Have you ever wondered why your game animations don't quite reach the polished level of AAA titles like Alan Wake 2? It's all about the system behind the scenes called ALS, or Advanced Locomotion System.
In this course, we delve into the intricacies from the ground up, starting with idle animations. We progress through cycle animations, utilizing the latest features of Unreal Engine to ensure seamless transitions with precise distance matching. Additive animations bring a natural sway to characters while walking or jogging.
Pivot animations enhance the fluidity of sudden direction changes, followed by a deep dive into turn-in-place systems for lifelike motion. We cover crouching mechanics, master jumping animations for smooth execution, and synchronize all movements seamlessly with sync groups.
Moving onto firearm mechanics, we employ layered systems for organized code, coupled with advanced foot tracing techniques for realistic ground interaction. Weapon animations, including reloading and firing sequences, are meticulously crafted.
Audio immersion is key, adjusting footstep volume dynamically based on character speed, while visual effects like impact reactions and muzzle flashes add depth to the experience. UI elements, inspired by modern designs, provide vital information about ammunition and health status.
Pickup systems are modularized for flexibility, while landscape and procedural content generation are explored in-depth. Meet the formidable Kraken enemy, boasting a variety of attacks and behaviors.
But mastering these techniques isn't without guidance. Learn advanced debugging methods, from visual aids like arrows to blueprint organization tricks. Join our vibrant Discord community, where myself and fellow enthusiasts, like Max, are on hand to offer support and insight.
Embark on this journey with us and unlock the secrets to elevating your game animations to AAA standards. Let's begin together