Unit 8: Production for Dau abare Part 5 ~Third Person Character final touches.

01/06/2018 - 12/06/2018
Third person character final touches. 

Now that i finished creating the weapons and the advanced HUD for my third person character i went on to create the final touches to make my character more interesting to play, for example: movement, camera movement, aim and additional jump.

Movement




As seen in the previous videos my character could move at different speeds and crouch when the player pressed the left or right shift button, to create this i used my UE4 skeleton which communicated between idle/run, crouch reloading and combat rifle. for the idle/ run i simple created a blend space (by right clicking highlighting over the animation tab and clicking on blend space) using the animation starter pack that i had from before to combine each animation in order for my character to go from idle to walk to run as seen in the video above.

Movement blueprints. 



In order to make this work in the actual game i had to create a few blueprints the first blue print was on the UE4 skeleton event graph where i had to create a new movement blueprint that would communicate with the third person character the speed in which the player could go at as seen in the image above.

After that i created a few blue prints on the third person character that would allow me to move at different speeds and actually run when my shift button was pressed.

 The third person character movement blueprints


The first thing i did was create the input action key (shift) blueprint that would allow my character to run if this button was pressed, i did this not out of necessity but because i believed it would make the game more interesting to play. the image above shows my character's max walk speed and sprint speed but also shows a macro of sprinting which has a blue print that i will explain more below.

Third person character movement macro


The image above shows the macro fro the movement speed, simple put it calculates the max walk speed (300) that the player can go in before the animation from the UE4 blueprint activates and makes the player start to run, this was done to make the movement smother so it'll look better.

third person character movement speed check


The last thing i did for the initial movement of the character was create a speed check blueprint that i turned into a macro for convenience, this speed check as seen in the image above basically allows a smother transition from walking to running.

camera movement and aim 



To make camera move according my mouse movement and not move freely across the map i just had to attach a new camera to my character's head as seen in the image above.

aim


Aiming in gaming has always looked amazing to me and i wanted to implement a feature not seen in many game where if the player right clicks instead of zooming in it goes into somewhat a first person mode i did this feature in two parts the first part was creating the small camera which would stand just above the gun to make it look like it was in first person when the player clicked as seen in the image above.


The second thing i did was create the third person blue print shown in the image above which breaks down to if the player clicked on the right mouse button the third person camera would switch to the newly created first person camera.

additional jump



Finally I've always wanted to add a specific feature in my game which was the titan fall wall running simple because it looked interesting. now to add this i had to create a somewhat complex blueprint seen in the image below, now this blue print means that if the player clicks and holds on the space-bar next to a wall with the Wall-run tag the player would start gliding cross the wall.

TITAN FAll wall run 



This is how my game looks with everything put together:



Comments