Join Joel Bradley for an in-depth discussion in this video Overview of timelines and input control, part of Unreal Game Mechanics: Creating a Directional Sprint.
- [Instructor] Next up, we want to create the foundation…for the part of the system that will allow the player…to both accelerate and decelerate…when making use of the sprint mechanic.…This not only adds a little bit of realism to the mechanic,…but can also help with gameplay,…as anything that jerks or snaps to a different state…will instantly seem like a mistake to the player.…Now this will either distract, or worse still,…run the risk of annoying the player,…which really is the last thing that we want to do…when they have supported our game.…
To add this extra realism,…we could approach things in multiple ways,…but we're going to make use of a timeline.…Now the reason behind this being…that timelines give us a lot of extra control,…and potentially, a lot of extra functionality…should we want to add some clever effects…into the mix later in the project.…As we can never truly predict how our game will evolve…when moving through the production pipeline,…I find, personally,…that adding potentially expandable functionality…
Released
10/3/2017- Creating the project
- Making the input action
- Building the sprint blueprint
- Timelines and input control
- Variables and lerps
- Adding the walk and run variables
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Video: Overview of timelines and input control