About the basic operation of UE5 character animation blueprint (basic direction)

1. Before doing character blueprint animation, you first need to have a controllable character. The operation method is as follows:

        Create a new Player folder - create a blueprint about the world settings in it: GameModeBase, PlayerController, and the Character required by the character (here, this blueprint class is created because it is based on the third person). In order to distinguish the difference from the system, it can be named before Add your own name.

2. Put the set GameModeBase blueprint class on World Scene Settings-Game Mode-Game Mode Overload, and then put the remaining two blueprint classes on the settings under it. At this point, you need to drag a player birth point in the game: PlayerStart. Run it and you will find that the character you created is already in the scene

3. At this time, you will find that you cannot control the movement of the character. At this time, click on the Character blueprint and prepare to set up related basic operations such as running and jumping of the character. First, you need to write the operations related to axis mapping/operation mapping in the project settings. Take out the written operation method to control the movement of the character.

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5. Create a new animation blueprint folder: Animations, and create an animation-animation blueprint. After clicking the blueprint, bind the owned bones! (Must be consistent with the bones on the character's body), and then you can continue to operate.

6. Double-click the created bone animation, drag and connect the animation in the asset manager on the right (the basic default standing state is idle in English), save and compile the finished animation, and save it in your Character bone Just select it in the animation option, and click Run at this time, and you will have a character that remains on standby.

 

7. Due to the particularity of the animation blueprint function, it is not possible to connect multiple animations. At this time, a node is needed: state machine (New state machine). Double-click the entry node in the state machine, which means initial. At this time, you can switch to standby The animation is connected to it, and then the walking animation.

Event graph to get character movement speed

 

8. At this time, a logic line will appear in the middle. After double-clicking, write the logic of switching from standby to walking. At this time, the movement speed of the character is used as the judgment. After the operation is completed, the animation switching between the character's standby and walking can be completed.

 

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Origin blog.csdn.net/weixin_54062353/article/details/127371460