Unit 4:Project Design Implementation and Evaluation - Week 16/17

Lately I have been very busy with a bunch of different things - assignments, moving houses, dentist appointments, and general things that have been obstructing the way of me progressing with my project at the speed that was initially planned. With that said, I still predict a finish product by the end, even if I might have to make some cuts. Lastly, these upcoming weeks will have large chunks of work and progress.

I have been working on animation, moving assets onto the game and making them work. More specifically, the weapon that I built, attaching it to my character and animating it. This is how it looks like as of now:


The character has the weapon attached to his hands, and the basic movement animations have been successfully applied.


This is a blueprint of how both the Idle and Walk_Run animations are connected, with Idle being the default stance per se, allowing the character from there to start the walk_run animation, and from there to also go back to idling.

This is the event graph, where I get both the direction and speed variables from the character.




These are stances. What this basically does is if speed of the player is equal or more than 10, walk/run animations are engaged.

This is the smooth transition between animations, again, based on speed and direction, as you can see in the preview.

This is the imported weapon's static mesh.




Here you can see it attached to the character's right hand. And you can also see how it looks in the idling animation.

This is how I spawn the weapon in the game, via EventBeginPlay, by spawning it attached to its socket, in this case the right hand of the player.


Lastly, I have been experimenting with a new camera angle, essentially turning the game into a Third-Person shooter, from a First-Person shooter. This is not yet a final decision, I just want to see if it works out, because I think it would greatly benefit the animations and movement overall.














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