## ArmyOfOne In this exercise, you will learn to create a complex player movement from scratch. The character you will use is Countess from the game Paragon. She's nice after you know her, just give her a chance. ### Objectives For this project you will implement a fully playable character using what we call Animation Blueprint, Aim Offset and PlayerCharacter Blueprint. ### Instructions Starting from an empty project, after creating a level with a floor (nothing else is really required), you should: - create a Third Player Character Blueprint and apply the Countess mesh to it. - give the character the ability to: - move forward, backward, left and right using the WASD keys. - look around and change direction using the mouse. - jump using Space. - attack using the left mouse click. - create an animation blueprint file to animate the character so she can be animated while running, jumping, attacking, etc... - implement the Aim Offset, so that when the player moves the mouse, the head of Countess follow the direction we’re looking at, in a 180-degree angle. - separate the upper and lower body part, so that the character is able to walk and attack at the same time without any animation problems. - make Countess lean according to the mouse direction, while running forward. - use Animation Blendspace to organize your movements. - use Animation Blueprint variables to handle different animation states. After downloading and unzipping this [file](https://assets.01-edu.org/Unreal-Engine-Piscine/ArmyOfOne.zip), you can copy its content to your project Content folder. When finished, your project should look like the [“Expected Result” video](https://youtu.be/sebi5icA1MM). > Do not forget to zip up the project compile and save everything for peer correction. [Here](https://www.youtube.com/playlist?list=PLHyAJ_GrRtf9sxZqgfPVM06PrLk8_CWA-) you can find an instructional playlist on Unreal Engine.