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1.6 KiB
1.6 KiB
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
- give the character the ability to:
- 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.
When finished, your project should look like the executable example on the folder or the “Expected Result” video.
Don’t forget to zip up the project compile and save everything for peer correction.