The character locomotion system developed for my new game, Shadow Scout, using Unreal Engine 5 and inspired by the robust architecture of Lyra, ensures seamless and efficient data retrieval through its thread-safe design. By using a modular approach, I not only simplify the animation pipeline but also improve performance and maintainability, allowing for easy updates and expansions of the animation system.
I utilize the Animation Layer Interface to streamline and enhance animation management. By using the Animation Layer Interface, we can efficiently blend and switch between various animation states, such as walking, running, and jumping, ensuring smooth transitions and consistent character behavior.
My Animation Blueprint is structured around a modular and thread-safe framework to manage complex character locomotion efficiently. It leverages the thread-safe functionality to handle animation logic in a worker thread, ensuring performance by avoiding direct access to game objects and using Property Access for safe data retrieval, such as character speed.
This Animation Layer interface also allows for modular and reusable animation logic, enabling different animation layers to communicate seamlessly and work in unison. Accompanied by the Live retargeting and we have a system that can easily swap animations for any skeletal mesh (bipedal humanoid) while still utilizing the base Unreal engine skeleton.
Check out this clip of the Metrics level, designed for character testing, demonstrating the seamless integration of the base locomotion system with my side-scroller's spline-based movement.

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