English | MP4 | AVC 1280×720 | AAC 44KHz 2ch | 57 lectures (6h 58m) | 4.82 GB
Build a climbing system through Movement Component && Control Rig && Motion Warping in Unreal Engine 5 using C++
Welcome to Unreal Engine 5 C++ Climbing System, in this course, you’ll learn how to build a robust climbing system completely from scratch with a deep understanding of how to handle the climb physics, create climb locomotion, climb up and down the ledge, hand and leg IK using control rig, vaulting mechanics, hopping capabilities and a range of other exciting features for a robust climbing experience.
In the first section, we’ll look into how we can handle the movement for our climbing , and start with a new enhanced input with a custom movement component to handle the basic climbing logic. Then we’ll go over how to use different traces to get hold of all the climbable surface info we need, and handle all the physics code needed in order for us to move our character in a custom movement mode. Once we have a working physics, we’re gonna process all the climbable surface info and calculate the velocity and rotation for our climbing.
In the second section, we’re gonna take care of climbing up, climbing down, climbing to the left, climbing to the right, climb up the ledge, climb down the ledge, enter and exit the climb state. We’ll begin with a charcter anim instance class in C++ and rebuiding our existing animation blueprint. Then we’ll go through the mixamo animation pipeline and look at how we can make use of mixamo converter to retarget animation. Next, we’ll handle the climb locomotion and create our own algorithms to check if we have reached the floor or the ledge.
In the third section, we’ll build a control rig for our hand and leg IK to fix the placement issue when we are climbing, and we’ll dive into motion warping and enhanced input system to implement features like vaulting and hopping. We’ll start with a handy climb IK trace function in our control rig, and dynamically adjust the position of our hands and feet based on the surface. Then we’ll go into motion warping and create more algorithms to check which surface is vaultable, and dynamically set our target point during runtime. After we have fully functional vaulting mechanics, we’ll dive deep into enhanced input system and look at how we can use it to create a two key action that only be triggered during climbing.
What you’ll learn
- Use custom character movement component to extend the movement logic
- Learn all sorts of important math concepts like dot product/cross product for climbing calculation
- Use control rig to add root motion to mixamo animation
- Use control rig to adjust mixamo animation
- Understand the animation logic behind animation blueprint
- Utilize control rig for hand and feet IK
- Make use of motion warping for advanced character movement
- Create custom algorithms for ledge and floor detection
- Build a robust climbing system with clean and extendable code
- Create custom algorithms for different climbing condition check
Table of Contents
Introduction
1 Introduction
2 Some Common Questions You May Have
3 Create A C++ Project
4 How to get help
5 Debug Helper
6 TObjectPtr
Climbing Movement
7 Climbing Movement Section Overview
8 Enhanced Input
9 Custom Movement Component
10 Capsule Trace
11 Climb Trace
12 Eye Height Trace
13 Toggle Climbing
14 Entering Climb State
15 Phys Climb
16 Process Climbable Surfaces
17 Handle Climb Movement
18 Cross Product
19 Dot Product
20 Section Wrap Up
Climbing Animation
21 Climbing Animation Section Overview
22 Character Anim Instance
23 Rebuild Anim BP
24 Mixamo Animation
25 Idle To Climb Montage
26 Transition Between Idle And Climb
27 Climb Locomotion
28 Check Has Reached Floor
29 Coding Challenge Ledge Detection
30 Solution Ledge Detection
31 Download Ledge Animation
32 Control Rig For Animation
33 Climb Up Ledge
34 Fix Climb Up Right Hand Position
35 Coding Challenge Check Can Climb Down
36 Solution Check Can Climb Down
37 Adjust Climb Down Ledge Animation
38 Climb Down Ledge
39 Section Wrap Up
Advanced Climbing Features
40 Advanced Climbing Features Section Overview
41 Getting Familiar With Control Rig
42 Climb IK Trace
43 Left Foot IK
44 Right Foot IK
45 Section Challenge Hands IK
46 Motion Warping
47 Check Can Start Vaulting
48 Character Vault
49 Delegate For Climbing State
50 Climb Input Mapping Context
51 Chorded Action
52 Get Last Input Vector
53 Adjust Hopping Animation
54 Hop Up
55 Section Challenge Hop Down
56 Fix Vaulting Conflict and Interping Speed
57 Section Wrap Up
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