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
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
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
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
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
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
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
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