URE 103: Character Programming in Unreal Engine
This program is meticulously designed for aspiring game developers eager to master the art of character creation and animation using Unreal Engine and C++.
01 - Character Modeling Overview
02 - Character Rigging Overview
03 - Character Animation Overview
04 -- Adobe Mixamo Overview
05 -- Getting Characters from Mixamo
06 -- Getting Animations from Mixamo
07 -- Converting Mixamo Animations for Unreal Root Motion
01 -- Creating an Unreal Project
02 -- Importing Characters into Unreal
03 -- Importing Character Animations into Unreal
04 -- Creating a New Character Class
05 -- Investigating the Character Parent Class
06 -- Reviewing the Character Class Details
07 -- Challenge_ Setting Up the Character Components
08 -- Challenge Review_ Setting Up the Character Components
09 -- Setting the Custom Character to the Default Pawn
10 -- Challenge_ Adding a Camera to the Character
11 -- Challenge Review_ Adding a Camera to the Character
01 -- Planning the Character Input Behaviors
02 -- Challenge_ Creating the Enhanced Input Properties
03 -- Challenge Review_ Creating the Enhanced Input Properties
04 -- Challenge_ Creating the Enhanced Input Assets
05 -- Challenge Review_ Creating the Enhanced Input Assets
06 -- Reviewing the Enhanced Input Documentation
07 -- Challenge_ Setting Up the Input Action Value Types
08 -- Challenge Review_ Setting Up the Input Action Value Types
09 -- Challenge_ Adding Keyboard and Gamepad Inputs
10 -- Challenge Review_ Adding Keyboard and Gamepad Inputs
11 -- Understanding How Input Is Processed
12 -- Challenge_ Using Input Modifiers for Directional Input
13 -- Challenge Review_ Using Input Modifiers for Directional Input
14 -- Adding the Enhanced Input Assets to the Character Blueprint
15 -- Challenge_ Setting the Input Mapping Context with Code
16 -- Challenge Review_ Setting the Input Mapping Context with Code
17 -- Challenge_ Refactoring Code
18 -- Challenge Review_ Refactoring Code
19 -- Challenge_ Creating the Move and Jump Functions
20 -- Challenge Review_ Creating the Move and Jump Functions
21 -- Challenge_ Overriding the Default Player Input Component
22 -- Challenge Review_ Overriding the Default Player Input Component
23 -- Troubleshooting the Enhanced Input Code
01 -- Investigating the Source for Input Movement
02 -- Creating the Algorithm for the AddMovementInput Function
03 -- Implementing the AddMovementInput Function
04 -- Challenge_ Adding the Horizontal Movement Input
05 -- Challenge Review_ Adding the Horizontal Movement Input
06 -- Troubleshooting the Move Function
07 -- Challenge_ Limiting the Gamepad Deadzone Value
08 -- Challenge Review_ Limiting the Gamepad Deadzone Value
09 -- Investigating the Source for Input Rotation
10 -- Mega Challenge_ Implementing the Look Functionality
11 -- Challenge Review_ Implementing the Look Functionality Part 01
12 -- Challenge Review_ Implementing the Look Functionality Part 02
13 -- Troubleshooting the Look Functionality
14 -- Unlinking the Camera Rotation from the Controller Rotation
15 -- Researching Character Rotation and Camera Based Movement
16 -- Challenge_ Rotating the Character
17 -- Challenge Review_ Rotating the Character
18 -- Modifying the Blueprint to Rotate with Character Movement
19 -- Challenge_ Modifying the Character Movement Rotation with Code
20 -- Challenge Review_ Modifying the Character Movement Rotation with Code
21 -- Challenge_ Setting the Player Control Rotation with Code
22 -- Challenge Review_ Setting the Player Control Rotation with Code
01 -- Introducing the Animation Sequence Window
02 -- Creating an Animation Blueprint and Animation Instance
03 -- Introducing the Animation Blueprint Editor
04 -- Attaching the Animation Blueprint to the Character Blueprint
05 -- Challenge_ Setting the Default Animation Pose
06 -- Challenge Review_ Setting the Default Animation Pose
07 -- Creating Animation State Machines
08 -- Challenge_ Creating a New Animation State
09 -- Challenge Review_ Creating a New Animation State
10 -- Investigating the Idle to Run Transition Algorithm
11 -- Researching the Kismet Math Library Class
12 -- Challenge_ Declaring the Anim Instance Properties
13 -- Challenge Reviewing_ Declaring the Anim Instance Properties
14 -- Challenge_ Implementing the VSizeXY Function
15 -- Challenge Review_ Implementing the VSizeXY Function
16 -- Creating Transition Rules
17 -- Challenge_ Implementing the Run to Idle Transition Rule
18 -- Challenge Review_ Implementing the Run to Idle Transition Rule
19 -- Troubleshooting Animation Looping and Root Motion
20 -- Adding the Jump Functionality
21 -- Challenge_ Increasing the Jump Velocity
22 -- Challenge Review_ Increasing the Jump Velocity
23 -- Caching Animation Poses
24 -- Challenge_ Creating the InAir State
25 -- Challenge Review_ Creating the InAir State
26 -- Challenge Review_ Creating the InAir State Part 02
27 -- Tips on Blending Animations States
01 -- Introducing Inverse Kinematics
02 -- Creating Virtual Bones
03 -- Creating a Control Rig
04 -- Developing the Sphere Trace By Channel Algorithm
05 -- Blocking Out the IKFootTrace Function
06 -- Challenge Creating the IKFootTrace Function
07 -- Challenge Review_ Creating the IKFootTrace Function
08 -- Using the IKFootTrace Function
09 -- Challenge_ Using the IKFootTrace Function for the Right Foot
10 -- Challenge Review_ Using the IKFootTrace Function for the Right Foot
11 -- Interpolating the IK Bones
12 -- Challenge_ Interpolating the Right Foot
13 -- Challenge Review_ Interpolating the Right Foot
14 -- Setting the Hip Position to the Lowest Foot Position
15 -- Modifying the Feet and Hips Transforms
16 -- Challenge_ Modifying the Right Foot and Hips Transforms
17 -- Challenge Review_ Modifying the Right Foot and Hips Transforms
18 -- Using the Full Body IK Node
19 -- Passing Poses through a Control Rig
20 -- Optimizing the Animation Blueprint for IK Control Rigs