Unreal Engine 5:Advance Locomotion System Als (Intermediate)
Unreal Engine 5:Advance Locomotion System Als (Intermediate)
Published 5/2024
MP4 | Video: h264, 1920x1080 | Audio: AAC, 44.1 KHz
Language: English | Size: 41.57 GB | Duration: 27h 18m
Intermediate course for Having advanced animations for triple A advance locomotion system or ALS with Advance UI and PCG
What you'll learn
Advancer locomotion system
PCG
Distance matching
Sync groups
Link animations
Advance UI
AI
Requirements
It is beginner friendly but it is better to watch at least one beginner course
Description
Have you ever wondered why your game animations don't quite reach the polished level of AAA titles like Alan Wake 2? It's all about the system behind the scenes called ALS, or Advanced Locomotion System.In this course, we delve into the intricacies from the ground up, starting with idle animations. We progress through cycle animations, utilizing the latest features of Unreal Engine to ensure seamless transitions with precise distance matching. Additive animations bring a natural sway to characters while walking or jogging.Pivot animations enhance the fluidity of sudden direction changes, followed by a deep dive into turn-in-place systems for lifelike motion. We cover crouching mechanics, master jumping animations for smooth execution, and synchronize all movements seamlessly with sync groups.Moving onto firearm mechanics, we employ layered systems for organized code, coupled with advanced foot tracing techniques for realistic ground interaction. Weapon animations, including reloading and firing sequences, are meticulously crafted.Audio immersion is key, adjusting footstep volume dynamically based on character speed, while visual effects like impact reactions and muzzle flashes add depth to the experience. UI elements, inspired by modern designs, provide vital information about ammunition and health status.Pickup systems are modularized for flexibility, while landscape and procedural content generation are explored in-depth. Meet the formidable Kraken enemy, boasting a variety of attacks and behaviors.But mastering these techniques isn't without guidance. Learn advanced debugging methods, from visual aids like arrows to blueprint organization tricks. Join our vibrant Discord community, where myself and fellow enthusiasts, like Max, are on hand to offer support and insight.Embark on this journey with us and unlock the secrets to elevating your game animations to AAA standards. Let's begin together
Overview
Section 1: 01.Project Setup ( Beginner )
Lecture 1 Introduction
Lecture 2 01.Create Blank project
Lecture 3 02.Import character
Section 2: 02.Blueprint communication ( Intermediate )
Lecture 4 03.Gamemode and character class
Lecture 5 04.Animation blueprint
Lecture 6 05.Blueprint casting
Lecture 7 06.Blueprint Interface
Lecture 8 07.Property access
Section 3: 03.Idle Animations ( Pro )
Lecture 9 08.Import Animations
Lecture 10 09.Enhanced input
Lecture 11 10.Equiped gun enum
Lecture 12 11.Pass equipedGun to animation blueprint
Lecture 13 12.State machines and shared rules
Lecture 14 13.Blend poses
Lecture 15 14.Blend poses by enums
Lecture 16 15.Dynamic sequence with blend inertialization
Lecture 216 215.Create Datatables for gate settings
Lecture 217 216.Use dataTables
Lecture 218 217.Update Gate
Lecture 219 218.Update crouch gate settings
Lecture 220 219.Blend In and Out for layers
Section 23: 23.Audio ( Intermediate )
Lecture 221 220.Import sounds
Lecture 222 221.Play fire sound
Lecture 223 222.Create meta sound
Lecture 224 223.Meta sound preset
Lecture 225 224.Impact point line trace function
Lecture 226 225.Impact sound
Lecture 227 226.Sound attenuation
Lecture 228 227.Physics material
Lecture 229 228.Use surface type
Lecture 230 229.Pistol realod sounds
Lecture 231 230.Rifle reload sounds
Lecture 232 231.Custom anim notifie
Lecture 233 232.Line trace for surface type
Lecture 234 233.Surface type land sounds
Lecture 235 234.Anim notfiy for walk and jog
Lecture 236 235.Anim notify child for left and right foot
Lecture 237 236.Metasound For left and right foot
Lecture 238 237.Add sound to all animations
Lecture 239 238.Change volume of sound in metasound with blueprint
Lecture 240 239.Change volume based on speed
Section 24: 24.Visual effects ( Intermediate )
Lecture 241 240.Import effects
Lecture 242 241.Muzzle flash and shell eject for pistol
Lecture 243 242.Rifle shel eject and muzzle flash
Lecture 244 243.Organize codes
Lecture 245 244.Fire tracer for pistol
Lecture 246 245.Fire tracer for Rifle
Lecture 247 246.Niagara debries effect
Lecture 248 247.Debries effect for rifle
Section 25: 25.Weapons UI ( Intermediate )
Lecture 249 248.Import Textures
Lecture 250 249.Create materials for Textures
Lecture 251 250.Crosshair UI
Lecture 252 251.Bullet and clip variables
Lecture 253 252.Debug sysytem
Lecture 254 253.Pistol bullet manager
Lecture 255 254.Reload Manualy
Lecture 256 255.Pistol reload custom event
Lecture 257 256.Rifle bullet and clip amounts
Lecture 258 257.Rifle reload system
Lecture 259 258.Pistol UI BackGround
Lecture 260 259.Horizental and vertical boxes
Lecture 261 260.Pistol bullet and clips Wrap boxes
Lecture 262 261.Change bullet and clip amount with blueprint
Lecture 263 262.Comunicate with widget blueprint
Lecture 264 263.Attach widget to pistol
Lecture 265 264.Proccess widget
Lecture 266 265.Rifle UI
Lecture 267 266.Reload problem fix
Lecture 268 267.Aim and change weapon problem with widgets fix
Section 26: 26.Health bar UI ( Intermediate )
Lecture 269 268.Import files
Lecture 270 269.Create materials for static meshes
Lecture 271 270.Create sockets
Lecture 272 271.Add to character
Lecture 273 272.Health bar material Explained
Lecture 274 273.Healbar color changing
Lecture 275 274.Increase health function
Lecture 276 275.Decrease health
Lecture 277 276.Update health UI
Lecture 278 277.Decrease shield
Lecture 279 278.Increase shield
Lecture 280 279.Update shield UI
Section 27: 27.Pickups ( Intermediate )
Lecture 281 280.Import files
Lecture 282 281.Create Item blueprint
Lecture 283 282.Add pad to item
Lecture 284 283.Change color based of Item type
Lecture 285 284.Pickup niagara effects
Lecture 286 285.Pickup health and shield
Lecture 287 286.Pickup clips for weapons
Section 28: 28.Landscape ( Intermediate )
Lecture 288 287.Import files
Lecture 289 288.Landscape painting
Section 29: 29.PCG Basic ( Beginner )
Lecture 290 289.Surface sampler on landscape
Lecture 291 290.Debug options
Lecture 292 291.Sampler settings
Lecture 293 292.Transform node
Lecture 294 293.Density filter
Lecture 295 294.Attribute Noise
Section 30: 30.Jungle PCG ( Pro )
Lecture 296 295.Create spline blueprint
Lecture 297 296.Spline data and sampler
Lecture 298 297.Distance node
Lecture 299 298.scale by density
Lecture 300 299.Scale by density Problem
Lecture 301 300.Create road in jungle
Section 31: 31.Bonus Section Road PCG ( pro )
Lecture 302 301.Create road sample
Lecture 303 302.Road sample Tags
Lecture 304 303.Copy and Pase road sample
Lecture 305 304.Randomize misc groups
Lecture 306 305.Randomize everything
Lecture 307 306.Add road to landscape
Section 32: 32.Kraken Character ( Intermediate )
Lecture 308 307.Import files
Lecture 309 308.Setup kraken blueprint
Lecture 310 309.Shoot kraken
Lecture 311 310.HealthSysytem for kraken
Lecture 312 311.Check where we are hitting the kraken
Lecture 313 312.Damage base on the bones
Lecture 314 313.Decrease health
Lecture 315 314.Kraken health bar UI
Lecture 316 315.Update health UI
Lecture 317 316.Show and hide health bar
Lecture 318 317.Pop up damage number
Section 33: 33.Kraken AI ( Intermediate )
Lecture 319 318.AI setup
Lecture 320 319.Kraken movement
Lecture 321 320.Chase player if player get close to kraken
Lecture 322 321.Chase player if player shoot the kraken
Lecture 323 322.foot placement fix
Lecture 324 323.Kraken death animation
Lecture 325 324.Dead check decorator
Lecture 326 325.Kraken walk animation
Lecture 327 326.Create attack custom task
Lecture 328 327.Kraken attack animation
Lecture 329 328.Kraken decrease health of character
Section 34: 34.Bug reports
Lecture 330 329.Switching empty weapon
Everyone interested in creating games
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