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Unreal Engine 5 C++- Climbing System

  • Development
  • Feb 09, 2025
SynopsisUnreal Engine 5 C++: Climbing System, available at $94.99, ha...
Unreal Engine 5 C++- Climbing System  No.1

Unreal Engine 5 C++: Climbing System, available at $94.99, has an average rating of 4.84, with 63 lectures, based on 181 reviews, and has 2530 subscribers.

You will learn about Use custom character movement component to extend the movement logic Learn all sorts of important math concepts like dot product/cross product for climbing calculation Use control rig to add root motion to mixamo animation Use control rig to adjust mixamo animation Understand the animation logic behind animation blueprint Utilize control rig for hand and feet IK Make use of motion warping for advanced character movement Create custom algorithms for ledge and floor detection Build a robust climbing system with clean and extendable code Create custom algorithms for different climbing condition check This course is ideal for individuals who are Learners who want to create climbing system or Learners who want to understand vector math or Learners who want to use control rig for animations or Learners who want to write clean, extendable code It is particularly useful for Learners who want to create climbing system or Learners who want to understand vector math or Learners who want to use control rig for animations or Learners who want to write clean, extendable code.

Enroll now: Unreal Engine 5 C++: Climbing System

Summary

Title: Unreal Engine 5 C++: Climbing System

Price: $94.99

Average Rating: 4.84

Number of Lectures: 63

Number of Published Lectures: 63

Number of Curriculum Items: 63

Number of Published Curriculum Objects: 63

Original Price: $89.99

Quality Status: approved

Status: Live

What You Will Learn

  • Use custom character movement component to extend the movement logic
  • Learn all sorts of important math concepts like dot product/cross product for climbing calculation
  • Use control rig to add root motion to mixamo animation
  • Use control rig to adjust mixamo animation
  • Understand the animation logic behind animation blueprint
  • Utilize control rig for hand and feet IK
  • Make use of motion warping for advanced character movement
  • Create custom algorithms for ledge and floor detection
  • Build a robust climbing system with clean and extendable code
  • Create custom algorithms for different climbing condition check
  • Who Should Attend

  • Learners who want to create climbing system
  • Learners who want to understand vector math
  • Learners who want to use control rig for animations
  • Learners who want to write clean, extendable code
  • Target Audiences

  • Learners who want to create climbing system
  • Learners who want to understand vector math
  • Learners who want to use control rig for animations
  • Learners who want to write clean, extendable code
  • Welcome to Unreal Engine 5 C++ Climbing System, in this course, you’ll learn how to build a robust climbing system completely from scratch with a deep understanding of how to handle the climb physics, create climb locomotion, climb up and down the ledge, hand and leg IK using control rig, vaulting mechanics, hopping capabilities and a range of other exciting features for a robust climbing experience.

    In the first section, we’ll look into how we can handle the movement for our climbing , and start with a new enhanced input with a custom movement component to handle the basic climbing logic. Then we’ll go over how to use different traces to get hold of all the climbable surface info we need, and handle all the physics code needed in order for us to move our character in a custom movement mode. Once we have a working physics, we’re gonna process all the climbable surface info and calculate the velocity and rotation for our climbing.

    In second section, we’re going to take care of climbing up, climbing down, climbing to the left, climbing to the right, climb up the ledge, climb down the ledge, enter and exit the climb state. We’ll begin with a charcter anim instance class in C++ and rebuilding our existing animation blueprint. Then we’ll go through the mixamo animation pipeline and look at how we can make use of mixamo converter to retarget animation. Next, we’ll handle the climb locomotion and create our own algorithms to check if we have reached the floor or the ledge.

    In the third section, we’ll build a control rig for our hand and leg IK to fix the placement issue when we are climbing, and we’ll dive into motion warping and enhanced input system to implement features like vaulting and hopping. We’ll start with a handy climb IK trace function in our control rig, and dynamically adjust the position of our hands and feet based on the surface. Then we’ll go into motion warping and create more algorithms to check which surface is vaultable, and dynamically set our target point during runtime. After we have fully functional vaulting mechanics, we’ll dive deep into enhanced input system and look at how we can use it to create a two key action that only be triggered during climbing.

    Course Curriculum

    Chapter 1: Introduction

    Lecture 1: Course Intro

    Lecture 2: Some Common Questions You May Have

    Lecture 3: Create A C++ Project

    Lecture 4: How to get help?

    Lecture 5: Debug Helper

    Lecture 6: TObjectPtr

    Chapter 2: Climbing Movement

    Lecture 1: Climbing Movement Section Overview

    Lecture 2: Enhanced Input

    Lecture 3: Custom Movement Component

    Lecture 4: Capsule Trace

    Lecture 5: Climb Trace

    Lecture 6: Eye Height Trace

    Lecture 7: Toggle Climbing

    Lecture 8: Entering Climb State

    Lecture 9: Phys Climb

    Lecture 10: Process Climbable Surfaces

    Lecture 11: Handle Climb Movement

    Lecture 12: Cross Product

    Lecture 13: Dot Product

    Lecture 14: Share Task: Share Your Results

    Lecture 15: Section Wrap Up

    Chapter 3: Climbing Animation

    Lecture 1: Climbing Animation Section Overview

    Lecture 2: Character Anim Instance

    Lecture 3: Rebuild Anim BP

    Lecture 4: Mixamo Animation

    Lecture 5: Idle To Climb Montage

    Lecture 6: Transition Between Idle And Climb

    Lecture 7: Climb Locomotion

    Lecture 8: Check Has Reached Floor

    Lecture 9: Coding Challenge: Ledge Detection

    Lecture 10: Share Task: Share Your Solution

    Lecture 11: Solution: Ledge Detection

    Lecture 12: Download Ledge Animation

    Lecture 13: Control Rig For Animation

    Lecture 14: Climb Up Ledge

    Lecture 15: Fix Climb Up Right Hand Position

    Lecture 16: Coding Challenge: Check Can Climb Down

    Lecture 17: Share Task: Share Your Solution

    Lecture 18: Solution: Check Can Climb Down

    Lecture 19: Adjust Climb Down Ledge Animation

    Lecture 20: Climb Down Ledge

    Lecture 21: Section Wrap Up

    Chapter 4: Advanced Climbing Features

    Lecture 1: Advanced Climbing Features Section Overview

    Lecture 2: Getting Familiar With Control Rig

    Lecture 3: Climb IK Trace

    Lecture 4: Left Foot IK

    Lecture 5: Right Foot IK

    Lecture 6: Section Challenge: Hands IK

    Lecture 7: Share Task: Share Your Results

    Lecture 8: Motion Warping

    Lecture 9: Check Can Start Vaulting

    Lecture 10: Character Vault

    Lecture 11: Delegate For Climbing State

    Lecture 12: Climb Input Mapping Context

    Lecture 13: Chorded Action

    Lecture 14: Get Last Input Vector

    Lecture 15: Adjust Hopping Animation

    Lecture 16: Hop Up

    Lecture 17: Section Challenge: Hop Down

    Lecture 18: Fix Vaulting Conflict and Interping Speed

    Lecture 19: Optional Challenge: Hopping Left/Right

    Lecture 20: Section Wrap Up

    Chapter 5: Congratulations

    Lecture 1: Where to go from here?

    Instructors

  • Unreal Engine 5 C++- Climbing System  No.2
    Vince Petrelli
    Programmer/3D Artist
  • Rating Distribution

  • 1 stars: 2 votes
  • 2 stars: 0 votes
  • 3 stars: 5 votes
  • 4 stars: 34 votes
  • 5 stars: 140 votes
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