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    Unreal Engine 5:Advance Locomotion System Als (Intermediate)

    Posted By: ELK1nG
    Unreal Engine 5:Advance Locomotion System Als (Intermediate)

    Unreal Engine 5:Advance Locomotion System Als (Intermediate)
    Published 5/2024
    MP4 | Video: h264, 1920x1080 | Audio: AAC, 44.1 KHz
    Language: English | Size: 41.57 GB | Duration: 27h 18m

    Intermediate course for Having advanced animations for triple A advance locomotion system or ALS with Advance UI and PCG

    What you'll learn

    Advancer locomotion system

    PCG

    Distance matching

    Sync groups

    Link animations

    Advance UI

    AI

    Requirements

    It is beginner friendly but it is better to watch at least one beginner course

    Description

    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

    Overview

    Section 1: 01.Project Setup ( Beginner )

    Lecture 1 Introduction

    Lecture 2 01.Create Blank project

    Lecture 3 02.Import character

    Section 2: 02.Blueprint communication ( Intermediate )

    Lecture 4 03.Gamemode and character class

    Lecture 5 04.Animation blueprint

    Lecture 6 05.Blueprint casting

    Lecture 7 06.Blueprint Interface

    Lecture 8 07.Property access

    Section 3: 03.Idle Animations ( Pro )

    Lecture 9 08.Import Animations

    Lecture 10 09.Enhanced input

    Lecture 11 10.Equiped gun enum

    Lecture 12 11.Pass equipedGun to animation blueprint

    Lecture 13 12.State machines and shared rules

    Lecture 14 13.Blend poses

    Lecture 15 14.Blend poses by enums

    Lecture 16 15.Dynamic sequence with blend inertialization

    Section 4: 04.Linked animations ( Pro )

    Lecture 17 16.Animation layers

    Lecture 18 17.Animation layer interfaces

    Lecture 19 18.Link anim class

    Lecture 20 19.Animation blueprint childs

    Lecture 21 20.Inertilize blending

    Section 5: 05.Organizing our work ( Beginner )

    Lecture 22 21.Be more Organize

    Section 6: 06.Character movement ( Beginner )

    Lecture 23 22.Look Around enhanced input

    Lecture 24 23.Movement enhanced input

    Lecture 25 24.Character movement

    Section 7: 07.Cycle Animation Part01 ( Intermediate )

    Lecture 26 25.Import animations

    Lecture 27 26.Move forward animation

    Lecture 28 27.Aiming enhanced input

    Lecture 29 28.Use structs and enums for character movement data

    Lecture 30 29.Use maps for gate setting

    Lecture 31 30.Update gate function

    Lecture 32 31.Recieve current gate in animation blueprint

    Lecture 33 32.Belnd posses with gates

    Lecture 34 33.Use layer interfaces for cycle

    Lecture 35 34.Get base animation blueprint in layer blueprint

    Lecture 36 35.cycle on update

    Lecture 37 36.Select animation for cycle

    Lecture 38 37.Edit selection in property matrix

    Section 8: 08.Debug Options ( Intermediate )

    Lecture 39 38.Debug a Enumaration variable

    Lecture 40 39.Debug a float value

    Lecture 41 40.Draw debug arrow

    Lecture 42 41.Debug draw vector function

    Lecture 43 42.Debug draw vector string

    Lecture 44 43.ALS Debug system

    Lecture 45 44.Slow mode

    Section 9: 09.Cycle animation Part02 ( Pro )

    Lecture 46 45.Calculate velocity Locomotion Data

    Lecture 47 46.Debug velocity Locomotion Data

    Lecture 48 47.Create calculate locomotion direction function

    Lecture 49 48.Going backward calculation

    Lecture 50 49.Going forward calculation

    Lecture 51 50.Going right and left Calculation

    Lecture 52 51.Make calculate direction function more modular

    Lecture 53 52.Direction deadzone

    Lecture 54 53.Forward Dead zone

    Lecture 55 54.Backward Dead zone

    Lecture 56 55.Right Dead zone

    Lecture 57 56.Left Dead zone

    Lecture 58 57.Select animations with directions

    Lecture 59 58.Select animations with structs

    Lecture 60 59.Stride Warping

    Lecture 61 60.Orientation warping

    Section 10: 10.Lean animations ( Intermediate )

    Lecture 62 61.Import animations

    Lecture 63 62.Lean blend space

    Lecture 64 63.Apply additive

    Lecture 65 64.Calculate Lean angle

    Lecture 66 65.Lean for backward animation

    Section 11: 11.Stop Animations ( Pro )

    Lecture 67 66.Import animations

    Lecture 68 67.Get acceleration data

    Lecture 69 68.Debug acceleration data

    Lecture 70 69.Old way of Stop animation logic

    Lecture 71 70.Use animation layers

    Lecture 72 71.Distance matching explained

    Lecture 73 72.Predict Stop location of charcter

    Lecture 74 73.Sequence evaluator setup

    Lecture 75 74.Set correct animations

    Lecture 76 75.Play animation with sequence evaluator

    Lecture 77 76.Distance match to target

    Lecture 78 77.Distance curve

    Lecture 79 78.Stop at angle

    Lecture 80 79.Little talk

    Section 12: 12.Start Animations ( Pro )

    Lecture 81 80.Import animations

    Lecture 82 81.Start State

    Lecture 83 82.Start to cycle direction chnage rule

    Lecture 84 83.Gate changed rule

    Lecture 85 84.Max transition per frame

    Lecture 86 85.Start layer

    Lecture 87 86.Select animations

    Lecture 88 87.Set animation in on update

    Lecture 89 88.Distance matching

    Lecture 90 89.Rules blend logic

    Lecture 91 90.Warping Settings

    Section 13: 13.Pivot animations ( Pro )

    Lecture 92 91.Import animations

    Lecture 93 92.Pivot state

    Lecture 94 93.Going to pivot state with dot product

    Lecture 95 94.First rule of going to cycle

    Lecture 96 95.Anim notify state

    Lecture 97 96.Pivot state machine

    Lecture 98 97.Pivot state rule

    Lecture 99 98.Setup Pivot anims

    Lecture 100 99.Acceleration locomotion direction

    Lecture 101 100.Select animations

    Lecture 102 101.Check which part of pivot we are in

    Lecture 103 102.Check selected animation

    Lecture 104 103.Distance matching to target for stop part

    Lecture 105 104.AdvanceTime by distance matching

    Lecture 106 105.Orientation warping for pivot

    Section 14: 14.Turn in place ( Pro )

    Lecture 107 106.Import animations

    Lecture 108 107.Rotate root bone

    Lecture 109 108.Update root yaw offset

    Lecture 110 109.Make character mesh to stay at the same angle

    Lecture 111 110.Root yaw offset mode

    Lecture 112 111.Debug root yaw offset

    Lecture 113 112.SetUp accumulate Mode

    Lecture 114 113.Setup BelndOut mode

    Lecture 115 114.Interp root yaw offset to zero

    Lecture 116 115.Velocity locomotion angle with offset

    Lecture 117 116.Turn in place animation Explained

    Lecture 118 117.How to extract Root motion Z

    Lecture 119 118.Extract Root motion Z for all turn animations

    Lecture 120 119.Is turning curve

    Lecture 121 120. Create Is turning curve for all turning animations

    Lecture 122 121.Turn In Place States

    Lecture 123 122.Turn in place entry state rule

    Lecture 124 123.Should turn Left variable

    Lecture 125 124.Setup Turn in place Entry

    Lecture 126 125.Select animations for turning

    Lecture 127 126.Play turn in place animation

    Lecture 128 127.Turn in place recovery rule

    Lecture 129 128.Turn in place recovery animation

    Lecture 130 129.Proccess turn yaw curve

    Lecture 131 130.Turn character mesh with curves

    Lecture 132 131.Go back to Idle rule

    Section 15: 15.Crouch gate ( Intermediate )

    Lecture 133 132.Import animations

    Lecture 134 133.Crouch gate

    Lecture 135 134.Crouch state changed

    Lecture 136 135.Go to crouch pose

    Lecture 137 136.Stance transition state

    Lecture 138 137.Stance transition rules

    Lecture 139 138.Crouch start logic

    Lecture 140 139.Crouch start animations

    Lecture 141 140.Crouch cycle

    Lecture 142 141.Crouch cycle rule

    Lecture 143 142.Crouch Stop logic

    Lecture 144 143.Crouch stop animations

    Lecture 145 144.Fix Crouch start forward animation

    Lecture 146 145.Crouch pivot logic

    Lecture 147 146.Crouch pivot animations

    Lecture 148 147.Crouch turn logic

    Lecture 149 148.Extarct root bone curve

    Lecture 150 149.Is trun curve

    Lecture 151 150.Crouch turn in place animations

    Lecture 152 151.Fix 180 turn

    Section 16: 16.Jump Animations ( Pro )

    Lecture 153 152.Import Animations

    Lecture 154 153.Input mapping for jumping

    Lecture 155 154.Jump logic explained

    Lecture 156 155.Jump selector

    Lecture 157 156.Is jumping

    Lecture 158 157.Is Falling

    Lecture 159 158.Jump start loop

    Lecture 160 159.Time to jump apex

    Lecture 161 160.Jump Layers

    Lecture 162 161.Jump for other weapons

    Lecture 163 162.Jump fall loop

    Lecture 164 163.Fall land layer

    Lecture 165 164.Distance to ground calculation

    Lecture 166 165.Pass ground distance to animation blueprint

    Lecture 167 166.Fall loop to fall land rule

    Lecture 168 167.Distance macth to target for jump fall land

    Lecture 169 168.Distance curve for jump land

    Lecture 170 169.End in air conduit

    Lecture 171 170.Prepare additive animations for recovery

    Lecture 172 171.Jump interups

    Lecture 173 172.Jump Fall Land recovery apply additive Layer

    Lecture 174 173.Recovery state machine

    Lecture 175 174.Recovery additive state

    Lecture 176 175.Time falling calculation

    Lecture 177 176.Fix time falling

    Section 17: 17.Sync Groups ( Intermediate )

    Lecture 178 177.why we want to use sync groups

    Lecture 179 178.How sync froup works

    Lecture 180 179.Sync markers

    Lecture 181 180.Sync animations together

    Lecture 182 181.Blend options

    Section 18: 18.Aim offset ( Intermediate )

    Lecture 183 182.Import animations

    Lecture 184 183.Set additive options for unarmed Aim offset animations

    Lecture 185 184.Prepare the rest of animations

    Lecture 186 185.Unarm aim offset setup

    Lecture 187 186.Aim offset for rifle and pistol

    Lecture 188 187.Aim offset layer

    Lecture 189 188.Set aim offsets for blend spaces

    Lecture 190 189.get Aim pitch

    Section 19: 19.Weapons ( Pro )

    Lecture 191 190.Import weapons

    Lecture 192 191.unequiped place for guns

    Lecture 193 192.Equiped socket

    Lecture 194 193.Add guns to character class

    Lecture 195 194.Equipe gun logic

    Lecture 196 195.hand ik retargetting

    Lecture 197 196.Two bone ik

    Lecture 198 197.Virtual bones

    Section 20: 20.Foots ( Intermediate )

    Lecture 199 198.Foot placement

    Lecture 200 199.Disbale foot placement when jumping

    Section 21: 21.Weapons animations ( Intermediate )

    Lecture 201 200.Import animations

    Lecture 202 201.Fire input action

    Lecture 203 202.Rate of fire

    Lecture 204 203.Anim montages

    Lecture 205 204.Slot in animation blueprint

    Lecture 206 205.Play Weapon fire animations

    Lecture 207 206.Input action for reload

    Lecture 208 207.Play reload animations

    Lecture 209 208.Upper body slot

    Lecture 210 209.Blend mask

    Lecture 211 210.Disable left hand IK

    Section 22: 22.Updates Section ( Intermediate )

    Lecture 212 211.Introduction

    Lecture 213 212.Coruch aim fix

    Lecture 214 213.Zoom for aiming

    Lecture 215 214.Use timeline and lerp for aiming

    Lecture 216 215.Create Datatables for gate settings

    Lecture 217 216.Use dataTables

    Lecture 218 217.Update Gate

    Lecture 219 218.Update crouch gate settings

    Lecture 220 219.Blend In and Out for layers

    Section 23: 23.Audio ( Intermediate )

    Lecture 221 220.Import sounds

    Lecture 222 221.Play fire sound

    Lecture 223 222.Create meta sound

    Lecture 224 223.Meta sound preset

    Lecture 225 224.Impact point line trace function

    Lecture 226 225.Impact sound

    Lecture 227 226.Sound attenuation

    Lecture 228 227.Physics material

    Lecture 229 228.Use surface type

    Lecture 230 229.Pistol realod sounds

    Lecture 231 230.Rifle reload sounds

    Lecture 232 231.Custom anim notifie

    Lecture 233 232.Line trace for surface type

    Lecture 234 233.Surface type land sounds

    Lecture 235 234.Anim notfiy for walk and jog

    Lecture 236 235.Anim notify child for left and right foot

    Lecture 237 236.Metasound For left and right foot

    Lecture 238 237.Add sound to all animations

    Lecture 239 238.Change volume of sound in metasound with blueprint

    Lecture 240 239.Change volume based on speed

    Section 24: 24.Visual effects ( Intermediate )

    Lecture 241 240.Import effects

    Lecture 242 241.Muzzle flash and shell eject for pistol

    Lecture 243 242.Rifle shel eject and muzzle flash

    Lecture 244 243.Organize codes

    Lecture 245 244.Fire tracer for pistol

    Lecture 246 245.Fire tracer for Rifle

    Lecture 247 246.Niagara debries effect

    Lecture 248 247.Debries effect for rifle

    Section 25: 25.Weapons UI ( Intermediate )

    Lecture 249 248.Import Textures

    Lecture 250 249.Create materials for Textures

    Lecture 251 250.Crosshair UI

    Lecture 252 251.Bullet and clip variables

    Lecture 253 252.Debug sysytem

    Lecture 254 253.Pistol bullet manager

    Lecture 255 254.Reload Manualy

    Lecture 256 255.Pistol reload custom event

    Lecture 257 256.Rifle bullet and clip amounts

    Lecture 258 257.Rifle reload system

    Lecture 259 258.Pistol UI BackGround

    Lecture 260 259.Horizental and vertical boxes

    Lecture 261 260.Pistol bullet and clips Wrap boxes

    Lecture 262 261.Change bullet and clip amount with blueprint

    Lecture 263 262.Comunicate with widget blueprint

    Lecture 264 263.Attach widget to pistol

    Lecture 265 264.Proccess widget

    Lecture 266 265.Rifle UI

    Lecture 267 266.Reload problem fix

    Lecture 268 267.Aim and change weapon problem with widgets fix

    Section 26: 26.Health bar UI ( Intermediate )

    Lecture 269 268.Import files

    Lecture 270 269.Create materials for static meshes

    Lecture 271 270.Create sockets

    Lecture 272 271.Add to character

    Lecture 273 272.Health bar material Explained

    Lecture 274 273.Healbar color changing

    Lecture 275 274.Increase health function

    Lecture 276 275.Decrease health

    Lecture 277 276.Update health UI

    Lecture 278 277.Decrease shield

    Lecture 279 278.Increase shield

    Lecture 280 279.Update shield UI

    Section 27: 27.Pickups ( Intermediate )

    Lecture 281 280.Import files

    Lecture 282 281.Create Item blueprint

    Lecture 283 282.Add pad to item

    Lecture 284 283.Change color based of Item type

    Lecture 285 284.Pickup niagara effects

    Lecture 286 285.Pickup health and shield

    Lecture 287 286.Pickup clips for weapons

    Section 28: 28.Landscape ( Intermediate )

    Lecture 288 287.Import files

    Lecture 289 288.Landscape painting

    Section 29: 29.PCG Basic ( Beginner )

    Lecture 290 289.Surface sampler on landscape

    Lecture 291 290.Debug options

    Lecture 292 291.Sampler settings

    Lecture 293 292.Transform node

    Lecture 294 293.Density filter

    Lecture 295 294.Attribute Noise

    Section 30: 30.Jungle PCG ( Pro )

    Lecture 296 295.Create spline blueprint

    Lecture 297 296.Spline data and sampler

    Lecture 298 297.Distance node

    Lecture 299 298.scale by density

    Lecture 300 299.Scale by density Problem

    Lecture 301 300.Create road in jungle

    Section 31: 31.Bonus Section Road PCG ( pro )

    Lecture 302 301.Create road sample

    Lecture 303 302.Road sample Tags

    Lecture 304 303.Copy and Pase road sample

    Lecture 305 304.Randomize misc groups

    Lecture 306 305.Randomize everything

    Lecture 307 306.Add road to landscape

    Section 32: 32.Kraken Character ( Intermediate )

    Lecture 308 307.Import files

    Lecture 309 308.Setup kraken blueprint

    Lecture 310 309.Shoot kraken

    Lecture 311 310.HealthSysytem for kraken

    Lecture 312 311.Check where we are hitting the kraken

    Lecture 313 312.Damage base on the bones

    Lecture 314 313.Decrease health

    Lecture 315 314.Kraken health bar UI

    Lecture 316 315.Update health UI

    Lecture 317 316.Show and hide health bar

    Lecture 318 317.Pop up damage number

    Section 33: 33.Kraken AI ( Intermediate )

    Lecture 319 318.AI setup

    Lecture 320 319.Kraken movement

    Lecture 321 320.Chase player if player get close to kraken

    Lecture 322 321.Chase player if player shoot the kraken

    Lecture 323 322.foot placement fix

    Lecture 324 323.Kraken death animation

    Lecture 325 324.Dead check decorator

    Lecture 326 325.Kraken walk animation

    Lecture 327 326.Create attack custom task

    Lecture 328 327.Kraken attack animation

    Lecture 329 328.Kraken decrease health of character

    Section 34: 34.Bug reports

    Lecture 330 329.Switching empty weapon

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