- Creating the project
- Making the input action
- Building the sprint blueprint
- Timelines and input control
- Variables and lerps
- Adding the walk and run variables
Skill Level Intermediate
- [Joel] Hello there, and welcome. My name is Joel Bradley, and I am really looking forward to taking you through the second in our series of Unreal Game Mechanic courses. As with the previous course, what we are looking to create here, is a set of how-to manuals, if you like, that cover a wide range of tasks and effects that are often times needed during the game development process. In the second offering, we are going to cover creating a project from the Epic Games Launcher. After which, we will quickly move on to setting up input actions that can easily be referenced by other blueprints that we create for our game.
This in turn, can give us quick easy access to any player action that might need to be frequently used inside the game itself. After setting up a character sprint graph, that will ultimately drive the mechanic that is the end goal for this course, we will look at creating a timeline, and then see how we can use it to drive the acceleration and deceleration of our characters motion. We are going to use a lerp note to read the float track on the timeline in order to blend between A and B inputs.
And then see how we can go about using variables to test whether the player is walking or sprinting as the game is being played. Remembering, of course, that we also need to set at what speed those two different states should move the player character forward. Finally, we will bring all of this work together and test our final result. Without any further waffling from me then, let's move on to creating our directional sprint game mechanic.