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What's inside

Locomotion and movement

  • Motion matching locomotion from the Game Animation Sample: starts, stops, pivots, turns in place, idle breaks
  • Two locomotion setups: full motion matching, or a state machine / blend stack hybrid
  • Walk, run, sprint, crouch, strafe and aim, with gamepad analog walk and run
  • Mover pawn with Network Prediction, and Character Movement Component pawn, at feature parity
  • Slide (Mover) with slope-based speed and an anti-spam cooldown
  • Traversal: vault, hurdle and mantle with ledge detection and motion warping
  • Foot placement, offset root bone, additive leans

Movement · Traversal

Animation layering

  • ALS-style overlay poses blended per body part (legs, pelvis, spine, head, arms, hands) by animation curves
  • Relaxed, ready and aiming states per item, with aim sweeps that follow the camera pitch
  • Overlay body styles: default, masculine, feminine
  • Hand IK to item sockets
  • Aim offset with short local smoothing and longer remote smoothing

Overlay · Animation pipeline

Equipment

  • Data-driven items: one data asset links the actor, the overlay poses and the attach sockets
  • Rifle, pistol, bow (with draw), torch, binoculars, box, barrel
  • Hold-to-open selection menus with slow motion
  • First-person copies of item meshes generated at runtime

Equipment

Cover

  • Soft cover by walking into walls, sticky cover on a button, upgrade from soft to sticky
  • Low and high cover, automatic crouch, pelvis lowering adapted to the cover height
  • Cover run to the cover under the crosshair, along the navmesh
  • Corner turns, chained around pillars
  • Vault from cover
  • Aim from cover: the least exposed pose that can hit (in place, step out at an edge, stand over low cover)
  • Four facing styles per case, wall distance per case, cover marker and crosshair feedback
  • First-person cover behaviors

Cover

Camera and first person

  • Gameplay Cameras with a Blueprint camera director and chooser tables
  • Third person (close, medium, far), first person, top-down, side-scroller
  • Shoulder swap, crouch and cover offsets, ragdoll camera
  • Full-body first person generated at runtime, in three modes
  • Aim down sights, arm aim offset, stable head, per-character eye offset
  • First-person meshes for retargeted characters, including MetaHuman clothing

Camera · First person

Characters

  • One animation skeleton (UEFN mannequin) drives any character through runtime retargeting
  • Manny, Quinn and the MetaHuman Kellan included
  • Switch characters at runtime

Characters and visual overrides

Physics and interactions

  • Networked ragdoll with get-up animations and rolling (Mover)
  • Physical animation: the body reacts to impacts
  • Takedowns and shoves between characters with multi-character motion matching
  • CMC ragdoll toggle
  • Physics obstacle course level

Ragdoll and interactions

AI and world

  • NPCs with StateTrees that patrol and use smart objects (benches)
  • The player can use smart objects too
  • Look-at points of interest example
  • Grey-box level kit with traversable blocks, teleporters and a target dummy

Multiplayer

  • Every system replicated, on both pawns, for listen servers and clients

Networking

For developers

  • Blueprint only, no C++
  • Every system Blueprint categorized, described and commented
  • Console variables for runtime switches and debug drawing
  • On-screen warnings for incomplete first-person setups
  • Complete Blueprint reference