Unreal Engine 5 C++: Climbing System
Unreal Engine 5 C++: Climbing System, available at $94.99, has an average rating of 4.84, with 63 lectures, based on 181 reviews, and has 2530 subscribers.
You will learn about 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 This course is ideal for individuals who are Learners who want to create climbing system or Learners who want to understand vector math or Learners who want to use control rig for animations or Learners who want to write clean, extendable code It is particularly useful for Learners who want to create climbing system or Learners who want to understand vector math or Learners who want to use control rig for animations or Learners who want to write clean, extendable code.
Enroll now: Unreal Engine 5 C++: Climbing System
Summary
Title: Unreal Engine 5 C++: Climbing System
Price: $94.99
Average Rating: 4.84
Number of Lectures: 63
Number of Published Lectures: 63
Number of Curriculum Items: 63
Number of Published Curriculum Objects: 63
Original Price: $89.99
Quality Status: approved
Status: Live
What You Will 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
Who Should Attend
- Learners who want to create climbing system
- Learners who want to understand vector math
- Learners who want to use control rig for animations
- Learners who want to write clean, extendable code
Target Audiences
- Learners who want to create climbing system
- Learners who want to understand vector math
- Learners who want to use control rig for animations
- Learners who want to write clean, extendable code
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 second section, we’re going to 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 rebuilding 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.
Course Curriculum
Chapter 1: Introduction
Lecture 1: Course Intro
Lecture 2: Some Common Questions You May Have
Lecture 3: Create A C++ Project
Lecture 4: How to get help?
Lecture 5: Debug Helper
Lecture 6: TObjectPtr
Chapter 2: Climbing Movement
Lecture 1: Climbing Movement Section Overview
Lecture 2: Enhanced Input
Lecture 3: Custom Movement Component
Lecture 4: Capsule Trace
Lecture 5: Climb Trace
Lecture 6: Eye Height Trace
Lecture 7: Toggle Climbing
Lecture 8: Entering Climb State
Lecture 9: Phys Climb
Lecture 10: Process Climbable Surfaces
Lecture 11: Handle Climb Movement
Lecture 12: Cross Product
Lecture 13: Dot Product
Lecture 14: Share Task: Share Your Results
Lecture 15: Section Wrap Up
Chapter 3: Climbing Animation
Lecture 1: Climbing Animation Section Overview
Lecture 2: Character Anim Instance
Lecture 3: Rebuild Anim BP
Lecture 4: Mixamo Animation
Lecture 5: Idle To Climb Montage
Lecture 6: Transition Between Idle And Climb
Lecture 7: Climb Locomotion
Lecture 8: Check Has Reached Floor
Lecture 9: Coding Challenge: Ledge Detection
Lecture 10: Share Task: Share Your Solution
Lecture 11: Solution: Ledge Detection
Lecture 12: Download Ledge Animation
Lecture 13: Control Rig For Animation
Lecture 14: Climb Up Ledge
Lecture 15: Fix Climb Up Right Hand Position
Lecture 16: Coding Challenge: Check Can Climb Down
Lecture 17: Share Task: Share Your Solution
Lecture 18: Solution: Check Can Climb Down
Lecture 19: Adjust Climb Down Ledge Animation
Lecture 20: Climb Down Ledge
Lecture 21: Section Wrap Up
Chapter 4: Advanced Climbing Features
Lecture 1: Advanced Climbing Features Section Overview
Lecture 2: Getting Familiar With Control Rig
Lecture 3: Climb IK Trace
Lecture 4: Left Foot IK
Lecture 5: Right Foot IK
Lecture 6: Section Challenge: Hands IK
Lecture 7: Share Task: Share Your Results
Lecture 8: Motion Warping
Lecture 9: Check Can Start Vaulting
Lecture 10: Character Vault
Lecture 11: Delegate For Climbing State
Lecture 12: Climb Input Mapping Context
Lecture 13: Chorded Action
Lecture 14: Get Last Input Vector
Lecture 15: Adjust Hopping Animation
Lecture 16: Hop Up
Lecture 17: Section Challenge: Hop Down
Lecture 18: Fix Vaulting Conflict and Interping Speed
Lecture 19: Optional Challenge: Hopping Left/Right
Lecture 20: Section Wrap Up
Chapter 5: Congratulations
Lecture 1: Where to go from here?
Instructors
-
Vince Petrelli
Programmer/3D Artist
Rating Distribution
- 1 stars: 2 votes
- 2 stars: 0 votes
- 3 stars: 5 votes
- 4 stars: 34 votes
- 5 stars: 140 votes
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