Saturday 9 September 2023

UE 5 Gameplay animation - Lesson 02 (Overview)

This is a basic overview of what makes the 3rd Person Game work. Understanding this from the beginning will greatly help with troubleshooting afterwards, or at least know what to search for in Google. Also it will be easier to add more functions and move on to more advanced level.

After installing UE5, create a 3rd person game template by clicking "Games" then "Third Person". Make sure "Blueprint" is selected. And choose the project location.



A bunch of stuff will already be created. As shown in the "Content Browser" at bottom left. The Content Browser is where everything needed for this particular project is located. Click on the Play button at the top, to control a basic gameplay template.



Left mouse click to start playing. Basic functions are: "WASD" to control direction of the run, Mouse controlling the camera view as well direction of during run, "Space" for jump. Press "Esc" to exit the gameplay.



Most important thing which makes the game work are the Character Blueprint and Game Mode Blueprint. It is in All/Content/ThirdPerson/Blueprints folder.



"Character Blueprint" contains the data of the function of control inputs. Double click on it to open it. "Event Graph" is the visualization of the functions and conditions in most Blueprints. 



Click "Viewport". On the right, "Anim Class" indicates which Animation Blueprint is in use. "Animation Blueprint" is where it contains animation data which will be shared more in details later. "Skeletal Mesh Asset" indicates which skeletal mesh/rig/character is in use.



Open up Game Mode Blueprint. "Default Pawn" indicates which Character Blueprint in use. This tells the game which character to spawn.



Next important thing for the game to work, is the Inputs. 



The "Action" folder is where an action node is created to be used to assign function and logic in Character Blueprint.



Below is an example of the usage or the "look" action node in Character Blueprint.



Back to "Inputs folder, open up IMC_Default.



Input Mapping Context is where the particular action is assigned the input buttons or controls including different platform controllers.



Lastly, for the animation to play whenever the conditions are met, it needs the Animation Blueprint. Its usually stored together with the animation sequences. 



Open it up, there will be Anim Graph and Event Graph. If it isn't opened, double click it from the left side.



The Event Graph is where the calculation of values like velocity, rotation, yew, etc. Anim Graph is where the animation sequence is assigned with conditions.





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