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Game Development Projects with Unreal Engine

You're reading from  Game Development Projects with Unreal Engine

Product type Book
Published in Nov 2020
Publisher Packt
ISBN-13 9781800209220
Pages 822 pages
Edition 1st Edition
Languages
Authors (4):
Hammad Fozi Hammad Fozi
Profile icon Hammad Fozi
Gonçalo Marques Gonçalo Marques
Profile icon Gonçalo Marques
David Pereira David Pereira
Profile icon David Pereira
Devin Sherry Devin Sherry
Profile icon Devin Sherry
View More author details

Table of Contents (19) Chapters

Preface
1. Unreal Engine Introduction 2. Working with Unreal Engine 3. Character Class Components and Blueprint Setup 4. Player Input 5. Line Traces 6. Collision Objects 7. UE4 Utilities 8. User Interfaces 9. Audio-Visual Elements 10. Creating a SuperSideScroller Game 11. Blend Spaces 1D, Key Bindings, and State Machines 12. Animation Blending and Montages 13. Enemy Artificial Intelligence 14. Spawning the Player Projectile 15. Collectibles, Power-Ups, and Pickups 16. Multiplayer Basics 17. Remote Procedure Calls 18. Gameplay Framework Classes in Multiplayer

Main Character Animation Blueprint

With the animations added to the Blend Space, you should be able to walk around and see those animations at work, right? Well, no. If you select Play-In-Editor, you will notice that the main character is still moving in the T-Pose. The reason is because you aren't yet telling the animation blueprint to use our Blend Space asset, which you will do later in this chapter.

Animation Blueprints

Before jumping into using the animation blueprint you created in the last chapter, let's briefly discuss what this type of blueprint is, and what its main function is. An animation blueprint is a type of blueprint that allows you to control the animation of a skeleton and skeletal mesh, in this instance, the player character skeleton and mesh you imported in the last chapter.

An animation blueprint is broken into two main graphs:

  • Event Graph
  • Anim Graph

The Event Graph works as in a normal blueprint where you can use events...

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