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Unreal Engine 5:Advance Locomotion System Als (Intermediate)

Category: Courses / Developer
Author: DrZero
Date added: 19.05.2024 :50:46
Views: 1
Comments: 0










Description material

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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