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
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