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41 lines
1.9 KiB
41 lines
1.9 KiB
4 years ago
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## ArmyOfOne
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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.
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### Objectives
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For this project you will implement a fully playable character using what we call Animation Blueprint, Aim Offset and PlayerCharacter Blueprint.
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### Instructions
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Starting from an empty project, after creating a level with a floor (nothing else is really required), you should:
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- create a Third Player Character Blueprint and apply the Countess mesh to it.
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- give the character the ability to:
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- move forward, backward, left and right using the WASD keys.
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- look around and change direction using the mouse.
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- jump using Space.
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- attack using the left mouse click.
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- create an animation blueprint file to animate the character so she can be animated while running, jumping, attacking, etc...
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- 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.
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- 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.
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- make Countess lean according to the mouse direction, while running forward.
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- use Animation Blendspace to organize your movements.
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- use Animation Blueprint variables to handle different animation states.
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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.
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When finished, your project should look like the [“Expected Result” video](https://youtu.be/sebi5icA1MM).
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> Do not forget to zip up the project compile and save everything for peer correction.
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[Here](https://www.youtube.com/playlist?list=PLHyAJ_GrRtf9sxZqgfPVM06PrLk8_CWA-) you can find an instructional playlist on Unreal Engine.
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