Unreal Game Mechanics: Camera Walk Action
40mIntermediate2017-10-06
Authors

Joel Bradley
3D Artist, Trainer on 3ds Max and Maya
Course details
A swaying or bobbing motion that accompanies players as they walk a level can help add immersion to any game. This course gives the up-and-coming game maker everything needed to implement this common game mechanic inside Unreal Engine 4. The technique relies on Blueprints, the node-based scripting system in Unreal. Joel Bradley starts off with an overview of the Blueprint node and the Timeline node, and shows how to plan an effective Blueprint network. Then he shows exactly how to create a camera shake blueprint, add the effect to the player camera, and—for added realism—speed up and slow down the effect as the character starts and stops walking. Finally, learn how to trigger the effect with player movement and adjust the intensity of shake.
Learning objectives
Setting up the camera shake blueprint
Working with timelines and blueprints
Creating a timeline, track, and keyframe
Connecting the timeline
Finalizing the effect
Learning objectives
Setting up the camera shake blueprint
Working with timelines and blueprints
Creating a timeline, track, and keyframe
Connecting the timeline
Finalizing the effect
Skills covered
Unreal EngineEpicGame DevelopmentAugmented RealityRenderingMotion Graphics and VFX3D ModelingVisualization and Real-TimeAECProduct and ManufacturingAnimation and IllustrationSoftware DevelopmentDeep Dive (X:Y)
Concepts
0. Introduction
- 01 - Welcome
- 02 - What you should know
- 03 - Using the exercise files
1. Up and Running Project Prep
- 04 - Project overview and goals
- 05 - Downloading the Unreal Engine
- 06 - Creating the project
2. Creating the Camera Shake
- 07 - Overview of Camera Shake
- 08 - Camera blueprint
- 09 - Opening the blueprint
- 10 - Setting up the shake effect
3. Timelines and Blueprints
- 11 - Overview of timelines and blueprints
- 12 - Creating the Client Play nodes
- 13 - Creating a timeline, track, and keyframe
- 14 - Connecting the timeline
4. Finalizing the Effect
- 15 - Overview of final effect
- 16 - Binding effect and player
Conclusion
- 17 - Next steps