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Unreal Engine Animations

  • Writer: Randel Mezi
    Randel Mezi
  • Dec 4
  • 1 min read

This week was dedicated to developing animations for my Unreal Engine platformer game, focusing on locomotion and jumping mechanics. I implemented animations for walking, slow walking, running, and sprinting, each driven by specific input actions and speed parameters. The walking animations are controlled by the 'Action walk' input, 'max walk' speed, and a 'Default walk speed.' Similarly, sprinting animations are governed by the 'Input Action sprint,' 'max sprinting speed,' and 'Default sprinting speed.' Furthermore, I created double jump animations, incorporating 'Input Action jumping,' 'Jump current control,' 'max control jump,' 'max control stop jumping,' and a 'jumping Target' set to the character.


Here's my code design for integrating walking and sprinting animations. I've created distinct animation states for walking and sprinting, each with its own set of parameters like speed and direction. To switch between these states, I use a blend tree that smoothly transitions based on the character's current velocity. This ensures a natural change in animation, avoiding abrupt shifts. Additionally, I've implemented input detection to toggle between walking and sprinting, allowing players to control their movement speed. This approach provides a versatile and responsive animation system for character locomotion.

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This document outlines the coding blueprint for animations, detailing the structural and functional aspects of the animation framework. Adherence to these guidelines ensures consistency and clarity throughout the development process.

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