What you'll learnAdvancer locomotion system
PCG
Distance matching
Sync groups
Link animations
Advance UI
AI
RequirementsIt is beginner friendly but it is better to watch at least one beginner course
DescriptionHave 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
OverviewSection 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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