Platforming Game Mechanics in Unreal 5
About this course
Welcome to my course on platforming game mechanics in unreal 5.In this course, we'll start with the Third Person Template project that is provided by Unreal 5, learn about the individual components of this project, how they work, and how we can build upon them.In the Locomotion section, we'll use the new Enhanced Input System to create event-driven input mechanics in the Event Graph, adding extra inputs as needed. If this is your first time using blueprints, don't worry, we'll go over what the different nodes and variable types are. You'll also learn about debugging practices and collecting useful data from test cases. We'll also go over the Animation Blueprint, how State Machines work; how and when the character transitions between different animation states. Plus we'll create visual effects using the new Niagara System and use both the event graph and animations to synchronize the effects with the gameplay.In the Jumping section, we'll go over tracking character states and introduce the Geometry system. We'll go over how gravity is implemented in Unreal, physics constants, and how we can use them to affect the character's jump. We'll define our character's capabilities, setting limits to what the character can and can't do. I'll show you how to bind a custom event to the jump apex and use that to alter gravity scale. You'll learn how to write functions which accept input parameters, how colliders work, and how events can be triggered by collisions in your game. All this will help us create jumping mechanics which feel more natural, intuitive, and fun to play.In the falling section, we'll use the PlayerStart object to respawn the player, learning about Game Modes and Controllers. We'll implement a variety of mechanics which provide player assistance that are common in games but break the laws of physics; Coyote Time, Jump Buffer, Air Control, and Air Brakes. You'll learn more about different node and variable types i
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