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所在平台: Udemy |
课程主页: https://www.udemy.com/course/platforming-mechanics-unreal/
课程评论:没有评论
Unreal Engine 5 平台跳跃游戏机制课程总结 本课程旨在教授学员如何使用 Unreal Engine 5 创建平台跳跃游戏的核心机制。课程以 Unreal Engine 5 提供的第三人称模板项目为起点,深入讲解项目组件的工作原理及其扩展方法。 **核心内容包括:** * **移动机制 (Locomotion):** * 运用新的增强输入系统(Enhanced Input System)在事件图表中创建事件驱动的输入响应。 * 介绍 Blueprint 的基础知识,包括各种节点和变量类型。 * 学习调试技巧和收集测试数据的方法。 * 讲解动画蓝图 (Animation Blueprint) 和状态机(State Machines),以及角色如何在不同动画状态间切换。 * 利用 Niagara 系统创建视觉特效,并结合事件图表和动画同步特效与游戏玩法。 * **跳跃机制 (Jumping):** * 学习跟踪角色状态和介绍几何系统 (Geometry system)。 * 探讨 Unreal Engine 中的重力实现、物理常数及其对角色跳跃的影响。 * 定义角色的能力限制。 * 学习如何将自定义事件绑定到跳跃顶点,并利用其改变重力系数。 * 编写接受输入参数的函数,理解碰撞体 (colliders) 的工作原理,以及如何通过碰撞触发事件。 * 目标是创造更自然、直观且有趣的角色跳跃体验。 * **坠落机制 (Falling):** * 使用 PlayerStart 对象实现玩家重生,学习游戏模式 (Game Modes) 和控制器 (Controllers) 的概念。 * 实现常见的辅助玩家的平台跳跃机制,即使这些机制可能“违反”物理定律,例如:Coyote Time(惯性跳跃)、Jump Buffer(跳跃缓冲)、Air Control(空中控制)和 Air Brakes(空中刹车)。 * 深入学习事件图表中不同的节点和变量类型,以及动画如何触发事件。 * **冲刺机制 (Dashing):** * 导入新角色模型及其动画到 Unreal Engine。 * 为新角色创建新的动画蓝图和状态机,并实现动画混合。 * 为新角色开发全新的冲刺(Dashing)平台跳跃机制,包含其专属动画和特殊效果。 * 学习并实现“可听见的”用户界面 (Diegetic UI)。 课程将持续更新,后续会增加更多内容。
Welcome to my course on platforming game mechanics in unreal 5.In this course, we'll start with the Third Person Template project that is provided by Unreal 5, learn about the individual components of this project, how they work, and how we can build upon them.In the Locomotion section, we'll use the new Enhanced Input System to create event-driven input mechanics in the Event Graph, adding extra inputs as needed. If this is your first time using blueprints, don't worry, we'll go over what the different nodes and variable types are. You'll also learn about debugging practices and collecting useful data from test cases. We'll also go over the Animation Blueprint, how State Machines work; how and when the character transitions between different animation states. Plus we'll create visual effects using the new Niagara System and use both the event graph and animations to synchronize the effects with the gameplay.In the Jumping section, we'll go over tracking character states and introduce the Geometry system. We'll go over how gravity is implemented in Unreal, physics constants, and how we can use them to affect the character's jump. We'll define our character's capabilities, setting limits to what the character can and can't do. I'll show you how to bind a custom event to the jump apex and use that to alter gravity scale. You'll learn how to write functions which accept input parameters, how colliders work, and how events can be triggered by collisions in your game. All this will help us create jumping mechanics which feel more natural, intuitive, and fun to play.In the falling section, we'll use the PlayerStart object to respawn the player, learning about Game Modes and Controllers. We'll implement a variety of mechanics which provide player assistance that are common in games but break the laws of physics; Coyote Time, Jump Buffer, Air Control, and Air Brakes. You'll learn more about different node and variable types in the event graph, and how animations can trigger events.In the dashing section, we'll import a new character and animations into Unreal. We'll create a new Animation Blueprint and State Machine for our new character, and blend animations together. Then we'll build an entirely new platforming mechanic for our new character; dashing. We'll give this dash its own animation and special effects, and also learn about diegetic UI.I have lots more content planned for this course, and will be adding more sections as they are completed.