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Unreal Engine 5 C++: Climbing System

Posted By: ELK1nG
Unreal Engine 5 C++: Climbing System

Unreal Engine 5 C++: Climbing System
Published 5/2023
MP4 | Video: h264, 1280x720 | Audio: AAC, 44.1 KHz
Language: English | Size: 4.82 GB | Duration: 6h 58m

Build a climbing system through Movement Component && Control Rig && Motion Warping in Unreal Engine 5 using C++

What you'll learn

Use custom character movement component to extend the movement logic

Learn all sorts of important math concepts like dot product/cross product for climbing calculation

Use control rig to add root motion to mixamo animation

Use control rig to adjust mixamo animation

Understand the animation logic behind animation blueprint

Utilize control rig for hand and feet IK

Make use of motion warping for advanced character movement

Create custom algorithms for ledge and floor detection

Build a robust climbing system with clean and extendable code

Create custom algorithms for different climbing condition check

Requirements

Experience with C++ in Unreal Engine is required

Description

Welcome to Unreal Engine 5 C++ Climbing System, in this course, you’ll learn how to build a robust climbing system completely from scratch with a deep understanding of how to handle the climb physics, create climb locomotion, climb up and down the ledge, hand and leg IK using control rig, vaulting mechanics, hopping capabilities and a range of other exciting features for a robust climbing experience.In the first section, we’ll look into how we can handle the movement for our climbing , and start with a new enhanced input with a custom movement component to handle the basic climbing logic. Then we’ll go over how to use different traces to get hold of all the climbable surface info we need, and handle all the physics code needed in order for us to move our character in a custom movement mode. Once we have a working physics, we’re gonna process all the climbable surface info and calculate the velocity and rotation for our climbing. In the second section, we’re gonna take care of climbing up, climbing down, climbing to the left, climbing to the right, climb up the ledge, climb down the ledge, enter and exit the climb state. We’ll begin with a charcter anim instance class in C++ and rebuiding our existing animation blueprint. Then we’ll go through the mixamo animation pipeline and look at how we can make use of mixamo converter to retarget animation. Next, we’ll handle the climb locomotion and create our own algorithms to check if we have reached the floor or the ledge. In the third section, we’ll build a control rig for our hand and leg IK to fix the placement issue when we are climbing, and we’ll dive into motion warping and enhanced input system to implement features like vaulting and hopping. We’ll start with a handy climb IK trace function in our control rig, and dynamically adjust the position of our hands and feet based on the surface. Then we’ll go into motion warping and create more algorithms to check which surface is vaultable, and dynamically set our target point during runtime. After we have fully functional vaulting mechanics, we’ll dive deep into enhanced input system and look at how we can use it to create a two key action that only be triggered during climbing.

Overview

Section 1: Introduction

Lecture 1 Introduction

Lecture 2 Some Common Questions You May Have

Lecture 3 Create A C++ Project

Lecture 4 How to get help?

Lecture 5 Debug Helper

Lecture 6 TObjectPtr

Section 2: Climbing Movement

Lecture 7 Climbing Movement Section Overview

Lecture 8 Enhanced Input

Lecture 9 Custom Movement Component

Lecture 10 Capsule Trace

Lecture 11 Climb Trace

Lecture 12 Eye Height Trace

Lecture 13 Toggle Climbing

Lecture 14 Entering Climb State

Lecture 15 Phys Climb

Lecture 16 Process Climbable Surfaces

Lecture 17 Handle Climb Movement

Lecture 18 Cross Product

Lecture 19 Dot Product

Lecture 20 Section Wrap Up

Section 3: Climbing Animation

Lecture 21 Climbing Animation Section Overview

Lecture 22 Character Anim Instance

Lecture 23 Rebuild Anim BP

Lecture 24 Mixamo Animation

Lecture 25 Idle To Climb Montage

Lecture 26 Transition Between Idle And Climb

Lecture 27 Climb Locomotion

Lecture 28 Check Has Reached Floor

Lecture 29 Coding Challenge: Ledge Detection

Lecture 30 Solution: Ledge Detection

Lecture 31 Download Ledge Animation

Lecture 32 Control Rig For Animation

Lecture 33 Climb Up Ledge

Lecture 34 Fix Climb Up Right Hand Position

Lecture 35 Coding Challenge: Check Can Climb Down

Lecture 36 Solution: Check Can Climb Down

Lecture 37 Adjust Climb Down Ledge Animation

Lecture 38 Climb Down Ledge

Lecture 39 Section Wrap Up

Section 4: Advanced Climbing Features

Lecture 40 Advanced Climbing Features Section Overview

Lecture 41 Getting Familiar With Control Rig

Lecture 42 Climb IK Trace

Lecture 43 Left Foot IK

Lecture 44 Right Foot IK

Lecture 45 Section Challenge: Hands IK

Lecture 46 Motion Warping

Lecture 47 Check Can Start Vaulting

Lecture 48 Character Vault

Lecture 49 Delegate For Climbing State

Lecture 50 Climb Input Mapping Context

Lecture 51 Chorded Action

Lecture 52 Get Last Input Vector

Lecture 53 Adjust Hopping Animation

Lecture 54 Hop Up

Lecture 55 Section Challenge: Hop Down

Lecture 56 Fix Vaulting Conflict and Interping Speed

Lecture 57 Section Wrap Up

Learners who want to create climbing system,Learners who want to understand vector math,Learners who want to use control rig for animations,Learners who want to write clean, extendable code