[UE5] Play-Vis Setup | Horse + Knight

[UE5] Play-Vis Setup | Horse + Knight

In collaboration with my colleague Aleksandar Komitov, this project allowed me to explore the capabilities of Animation Blueprints, from crafting horse animations to synchronizing the knight’s movements with the horse’s gait.

Project's Breakdown

Animating in Unreal Engine can be a meticulous and time-consuming process. Seeking a more efficient approach, I turned to Animation Blueprints.
Control Rig:
I needed a couple of animations before setting up my ABP.
Therefore, I had to create a solid Control Rig for our four-legged friend.
Gameplay Setup:

One of the most intriguing challenges was synchronizing the knight’s animations with the horse’s speed. I aimed to create a seamless transition, where the knight’s posture would change based on the horse’s gait. This required intricate blueprint work, involving blueprint interfaces, casting, and more.

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BLUEPRINT
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ANIMATION
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ANIMATION

Blueprint communication was a foreign territory for me at the start of this project. I encountered my fair share of challenges, but after navigating through troubleshooting and experimenting with different methods, I successfully implemented casting to achieve the desired results.

Note: I configured basic gameplay controls using a gamepad. While I had a DualShock 4 Gamepad on hand, I needed to make it compatible with UE, which involved downloading DS4Windows.

Final Render:

With the blueprint and animation pieces in place, the final step was to record the animations we needed using the Take Recorder. These animations were seamlessly integrated into our scene, resulting in a captivating medieval scene.