
Learn to build a traversal parkour system in Unreal Engine 5.3 using blueprints, covering climb, vault, mantle, and ledge actions with Mixamo animations, root motion, and dynamic IK.
Learn the Unreal Engine 5.3.2 third person template. Create a project, navigate the viewport with the mouse, and use alt-click to duplicate blocks and the move, rotate, scale tools.
Create a cube reference actor in Unreal Engine 5 by adding a blueprint with a scaled cube mesh and X, Y, Z arrow components, then place it in the level.
Initialize the reference cube actor in the level blueprint by tagging it as reference cube and retrieving its location, then display a yellow debug sphere at location when pressing L.
Move the reference cube by applying the actor rotation's forward vector, multiply by 100, and verify the new location with a debug sphere, then test the level by pressing L.
Create helper functions for vector move right and vector move left by replacing get forward vector with get right vector and test level with move values set to 100.
Create blueprint vector move up and move down helpers to shift an object's z position by 100 using add and subtract nodes, and verify with a debug sphere.
Master actor rotation in Unreal Engine 5 blueprints by capturing the initial rotation, rotating on roll, pitch, or yaw, and resetting with a helper function.
Create a draw debug sphere helper function in Unreal Engine 5 blueprints with parameters draw, location, radius, color, and duration to visualize a cube location for debugging and testing.
Practice vector movement by moving a cube forward 100, then left 100 points, using actor rotation and debug drawing to display the destination and location.
Learn sphere trace by channel in Unreal Engine 5 to detect objects ahead from a cube, visualize hits, and manage initial overlap and blocking hits.
Explore line trace by channel in Unreal Engine 5, compare it with sphere trace, set the radius to zero to switch to a line, and enable draw debug for duration.
Use capsule trace by channel in blueprints to test if the playable character fits in a target area, adjusting radius and half height, and visualize blocking hits with debug draws.
Use box trace by channel in Unreal Engine 5 blueprints to detect obstacles with a reference cube and tag-based actors, set start and end, and visualize green and red traces.
Master wall rotation for traversal by performing a wall-aligned sphere trace from a reference cube, then a second trace using the wall normal via a reverse normal helper function.
Download and organize mixamo animations for the traversal parkour system with the YBot skeleton, exporting FBX files and mirroring moves to build braced and free-hang sequences.
Learn to add a root bone to Mixamo YBot animations for Unreal Engine 5 using Blender and the Mixamo converter, then retarget and import braced, free hang, mantle, vault motions.
Unreal Engine 5.4 automates retargeting of Mixamo animations to the Unreal Engine five skeleton, guiding you to create a retargeted animations folder and export with referenced assets.
Enable root motion across climb up, free hang, mantle, and vault animations in Unreal Engine 5.4, retarget their assets, and rename them with a re_ prefix to denote retargeted animations.
Create a Mixamo IK rig for the Ybot skeleton to enable retargeting animations to Unreal Engine 5.3, defining chains for spine, neck, arms, hands, and legs.
Retarget Mixamo animations to Unreal Engine 5 using an IK rig and IK retargeter, adjust bone mappings and poses, and export braced, freehang, mantle, and vault animations.
Update root motion settings across retargeted animations in the content animations folders, enabling root motion, forcing root lock, applying compression, and renaming animations with ra_ prefixes.
Bake and duplicate hand and foot bone data to IK counterparts using sequencer in Unreal Engine 5.3, ensuring IK_hand and IK_foot stay synchronized across animations.
Master motion warping in Unreal Engine by building a vault montage with root motion, three warp states (height, depth, vault), and disabling IK for a smooth vault sequence.
Create a new Unreal Engine 5.3.2 project with the third person template, switch Quinn to Manny with the traversal system, and enable motion and animation warping.
Create and link gameplay tags for the traversal system using data tables in Unreal Engine 5, enabling dynamic updates and validation in the gameplay tags list.
Create and implement an animation blueprint interface for traversal, enabling flexible control of traversal state, action, climb style, and direction via gameplay tag parameters.
Initialize traversal component by wiring character references, motion warping, and camera components, spawn and attach a direction arrow above the head, and connect initialization in the third person character blueprint.
Explore and switch between traversal states—free roam, ready to climb, climb, mantle, and vault—by configuring collision, movement mode, and stop movement in blueprint logic.
Define gameplay tag variables: climb style and direction, implement set climb style and set climb direction, and create climb style values returning braced climb or free hang animation blueprint interface.
Create the traversal component by implementing the helper functions from the basic section, including vector move up, down, right, left, forward, backward, draw, debug, reverse normal, and add rotator.
Explore the theory of wall detection in Unreal Engine 5 traversal parkour system using blueprints, detailing sphere traces to identify the first wall hit with vertical traces and hanging walls.
implement the traversal action in unreal engine 5 using blueprints, featuring a detect wall function with sphere traces and a trigger traversal action linked to enhanced input.
Identify wall hit, wall top, wall depth, and wall vault results via grid scan using line traces and sphere traces in Unreal Engine 5 for climbing and vaulting.
Implement a grid scan for wall hit results (WallHitResult, WallTopResult, WallDepthResult, WallVaultResult) using line traces; detect blocking hits, trigger traversal by jump, with refined debug visuals.
Identify wall corners with a grid scan of wall hit traces in Unreal Engine 5 blueprints, using nested loops and distance checks to populate the wall hit traces.
Identify the nearest wall hit trace to the character by iterating wall hit traces, initializing with the first result, comparing distances, and drawing a debug sphere at the closest hit.
Identify the wall top result from the wall edge using a sphere trace, set wall rotation, and record top hits to drive wall traversal in free roam and climb states.
Identify the wall depth result on the wall’s top side, verify free roam, and perform a sphere trace by channel to capture the last top hit as wall depth result.
Identify the wall vault result via a sphere trace from the wall depth impact point, along wall rotation and down; if hit, save the hit result and draw debug.
Measure wall in Unreal Engine 5 by computing wall height, depth, and vault height from wall hit, top, depth, and vault results using a measure wall function and sequence nodes.
Create the decide traversal type function in unreal engine 5 blueprints, using wall height and depth to choose climb, mantle, or vault actions from the trigger traversal action.
Implement inland validation for traversal using a root bone box trace, update the inland boolean each tick, and reset or trigger actions during free roam.
migrate the retargeted animations into the traversal system project by moving the animations folder into the traversal system content, as migration reduces skeleton and materials issues.
Create and configure two animation montages for jump-to-climb traversal in Unreal Engine 5: AM_Braced_Jump_to_climb and AM_Freehang_Jump_to_climb.
Implement motion warping in animation montages for braced climb and freehang climb, aligning the root bone from ground to climb positions using top result warp and balance warp notifies.
Open the dataset, refine the jump to climb by adjusting the x offset value to -42, and learn offset corrections in Unreal Engine 5.4.
Implement climb action in Unreal Engine 5 blueprints, deciding between braced climb and freehang using a sphere trace and movement logic, updating traversal actions and animation blueprint integration.
Modify the control rig in Unreal Engine 5's traversal parkour system using blueprints, switching to a final cached pose and a bool blend for free roam locomotion.
Build the climb idle state in the anim graph with a climb state machine and cached pose, and add braced and freehang idle animations with IK curves.
Implement a custom movement input for the traversal component in Unreal Engine 5, using enhanced IA_move values x and y to support free roam and climb states with blueprint integration.
Implement climb movement in Unreal Engine 5's traversal parkour system using blueprints, enabling corner and non-corner climbing with sphere traces, directional movement, and debug visuals.
Learn climb movement in Unreal Engine 5 parkour Blueprints, using sphere traces and wall hit results to detect wall tops and gaps with debug visuals.
Continue the climb movement by validating climb top hits, handling overlap and blocking hits, and checking sides with a dedicated line trace based climb check.
Validate climb movement surface with a capsule trace to check obstacles in the direction. Return can climb from a pure function and stop movement if the trace blocks the path.
Implement climb movement in Unreal Engine 5 using blueprints by creating a climb position function that interpolates x, y, z to a target location and updates actor location and rotation.
Adjust the climb movement in the traversal component, setting the climb style vector to move backward, change the value to 35, then compile and save.
Implement left and right climb animations within a three-state climb machine (idle, move left, move right) with direction-based transitions and blend braced and free-hang poses.
explains adding animation blueprint interface functions for left and right hand climb locations and rotations, using vector and rotator parameters with interpTo for smooth wall climb.
Implement climb IK as an animation layer in the ABP, blending right and left hand IK via two-bone IK and clavicle filters during traversal.
Learn to implement hand IK for wall climbing in Unreal Engine 5 using blueprints, including calculating left and right hand locations and rotations, wall traces, and anim notify integration.
Implement hand IK during braced and free-hang climbs using an AN_Adjust IK notify state and next climb hand IK calls via the animation montage and traversal component.
Implement dynamic hand ik during climb with a new update hand ik function that updates left and right hand locations and rotations using ik_hand_r and ik_hand_l bones and sphere trace.
Implement leg IK in Unreal Engine 5 traversal parkour by adding left and right foot location functions and updating climb IK animation layer with bone IK, curves, and joint targets.
Develop dynamic leg IK for climbs via a function triggered by an anim notify, during braced and freehang climbs, calculating leg destination with a sphere trace.
Troubleshoot leg IK in Unreal Engine 5 traversal parkour using blueprints with draw debug and sphere trace to identify a blocking hit, then move backward, set 17, and reconnect wires.
Implement dynamic leg ik in braced climb by updating leg ik with left/right boolean checks and foot socket locations for sphere trace, including a reset foot ik for hanging climbs.
Implement a drop from climb in Unreal Engine 5 blueprints, adding a boolean is dropping and a 0.5s timer, plus a key press to switch traversal state to free roam.
Create animation montages for braced and freehang falling climb, set blend in/out times to 0.1, clip the end time to 1.3, add ik curves and motion warping notifies, then save.
Implement the falling climb traversal action for the traversal system, enabling run-and-jump toward a wall with dynamic ledge hold, braced and free-hang data assets and animations.
Apply Unreal Engine 5.4 offset corrections for a braced falling climb, adjusting the x offset to -42, using blueprints.
Create a pure blueprint function get controller direction to map the eight-way player input into traversal directions. Test it in the tick graph, printing the corresponding gameplay tag each frame.
Implement mantle surface validation using a capsule trace above the wall to decide climb up or hop, and expose a pure function with a can mantle boolean for traversal decisions.
Create and configure animation montages for climb traversal in Unreal Engine 5 blueprints, including braced and freehang climb up sequences with motion warp notifies and warp targets.
Learn to implement and test the climb up traversal action in Unreal Engine 5 blueprints, configuring braced climb and free hang climb up states with data assets and gameplay tags.
Adjust the camera boom z value to 150 to fix camera overlap in the third person blueprint, test the level, and consider dynamic camera boom adjustments during animation.
Implement hop traversal in Unreal Engine 5 using blueprints by building an eight-direction direction values helper, vertical and horizontal hop distance calculations, and configurable multipliers for precise parkour hops.
Create pure utility functions to determine braced or freehang hop actions, using gameplay tags and controller input to map direction to the correct traversal action.
Modify the grid scan for free roam and climb states in Unreal Engine 5 blueprints, adjust breadth and height, and create a small wall ledge for hand-height climb detection.
Implement hop traversal in Unreal Engine 5 blueprints by adding find hop location, grid scans, and wall top results to enable ledge hops when climb fails.
Create and configure animation montages for braced hops in Unreal Engine 5, including hop down and hop up with IK, motion warping, warp targets, and precise rate scales.
Create animation montages for the freehang hop actions in Unreal Engine 5 traversal parkour using blueprints. Configure left, right, and down hops with hand IK curves and motion warp notify.
Implement the hop traversal action in Unreal Engine 5 blueprints by deciding climb style, setting traversal action, and configuring hop animation montages and data assets.
Adjust the warp in the braced hop by setting the x offset values to -30 and -42 to refine traversal parkour moves in unreal engine 5.4.
Create the AM_Mantle animation montage with RA_mantle for mantle traversal, set blend out 0.2, rate scale 1.2, end time 1.7, and add a motion warp notify targeting top result warp.
Implement the mantle traversal action in Unreal Engine 5 blueprints by validating mantle surfaces, selecting the mantle traversal state, and playing the AM_ Mantle montage during free roam.
Create the vault traversal animation montage AM_Vault, add RA_Vault, and configure three motion warping notifies with top result, depth result, and vault result warp targets.
Fix climb surface validation by adding a pure validate climb surface function using a capsule trace to determine can climb, gating traversal decisions.
Fix animation notify timing for handIK and legIK during freehang hops by adding notifies with a left flag for smoother left and right hand transitions in Unreal Engine 5 blueprints.
Add a 'copy to IK bones' animation layer in the Manny Traversal system to dynamically copy foot and hand bone data to IK bones during gameplay using copy bone nodes.
Explore implementing the traversal component in Unreal Engine 5 using the Lyra starter game. Integrate metahuman blueprints, retarget animation, and run a single-player Lyra setup to see the metahuman.
Enable the GA drop weapon ability in Lyra and unload the weapon using the U key to enter the unarmed state.
Retarget all traversal animations and montages to the Lyra skeleton and update brace, climb up, hang, mantle, and vault sequences, then add traversal system gameplay tags via the data table.
Set up the traversal interface in the Lyra animation blueprint in Unreal Engine 5 by adding the I_traversal_ABP interface, creating traversal variables, and implementing functions with defaults.
Explore anim graph changes in Unreal Engine 5 to integrate climb IK into the Lyra animation layers, including new climb_ik layer, cached poses, and conditional blends for free roam locomotion.
Modify the default Lyra character to implement traversal parkour logic by integrating motion warping and the traversal component, swapping C++ input handling for blueprint input with IA_Move and IA_Jump.
Demonstrate traversal state changes in unreal engine 5 parkour with blueprints, tuning orient rotation to movement and yaw rotation for free roam, climb, mantle, and vault states.
Adjust the Lyra third person camera mode and its x offset curve in Unreal Engine 5 during gameplay to move the camera behind the character and prevent penetration.
use tag relationship mapping to restrict gameplay abilities during the climb state, adding movement modes like flying to activation blocked tags so emotes won't trigger mid-climb.
Drop the weapon dynamically as you enter the ready to climb state by triggering the quickslot drop ability in the traversal parkour system, using the GA_drop Weapon event.
Note : The Course is updated to support Unreal Engine 5.4 - Auto Retargeting Animations.
Consider using Unreal Engine version 5.4 for this Course if you are a complete beginner.
The Course content is generic and can be applied to new versions of Unreal engine.
But due to changes in the Third person template in Unreal engine 5.6 and above will make it difficult for complete beginners to follow.
In this Course, you will learn the concepts to build a Traversal Parkour System which includes Climb, Hop, Mantle and Vault.
It's a Complete Blueprint Workshop with a lot of Interesting concepts in Blueprints considering the Traversal Parkour System as a use case.
This Course is a Simplified version of the Traversal System which can be easily understood even for the Beginners with knowledge in Blueprints. If you are completely new to Blueprints, you many need to take a Blueprint course along with.
The Unreal engine concepts covered in this course is not only applied for Traversal System. It can be used in a lot of scenarios in Game development. This course will be regularly updated with more use cases in the future.
We will use only Free animations from Mixamo through out this course. Motion Warping and Inverse Kinematics or IK will be used to build the Parkour abilities. This course is designed for Unreal Engine Developers at any level. Blueprints are used through-out this course. We start with a beginner's section covering the Unreal Engine Concepts used in this course followed by the Implementation of Traversal Parkour System.
The Goal of this Course is to Cover the fundamentals of building a Traversal Parkour System using Unreal Engine.
Please understand this is not a Product which can be readily used in games. But, consider this as a Workshop to learn Unreal Engine with a Practical Example of Building a Traversal Parkour System. Once, you understand the concepts covered and build your foundations strong, You will be in a position to develop solid products and frameworks covering all the needs of your Next Generation Games.
The base concepts behind most of the Traversal Actions remains the same. So Learning the basics will help you get ready to further explore and build advanced systems.
There is an Additional Section for Developers interested to try the Traversal System in Lyra.