Setting Up Character Movement

In this How-To guide, you will create a playable character that exhibits different forms of Character Movement.

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Character Movement provides a locomotion system for humanoid characters to traverse through your world. The Character Movement Component is an Actor Component that provides modes of movement for Character classes, including walking, falling, swimming, and flying. Additionally, the Character Movement Component features robust network gameplay integration and provides a framework to help developers create custom networked movement.

For additional documentation on Network Replication in Unreal, see Networking and Actor Replication

In this How-To Gameplay Guide, you will create a Character class, script it's movement logic, Input, and create an Animation Blueprint which will help determine which state your Character is in, and then play the corresponding animation.

Character movement in action

実装方法を選んでください。

Blueprints

C++

Creating a New Project

  1. Begin by signing into the Epic Games Launcher and creating a New > Games > Blank > Project named CharacterMovement.

    Create new Blueprint project

  2. To animate your Character, you will require the Animation Starter Pack which is available to download for free from the Epic Games Marketplace. Click the Free button to download and add the Animation Starter Pack to your Epic Games Library.

    Get Animation Starter Pack

  3. From your Library, search for your Animation Starter Pack and click Add to Project, then from the Select the Project to Add the Asset to menu, search for and select your CharacterMovement project file, then click Add to Project.

    Add Animation Starter Pack to project

  4. Upon adding the Animation Starter Pack to your project, you will notice its presence in the Content Browser.

    Animation Started Pack in the Content Browser

  1. まず [New (新規)] > [Games (ゲーム)] > [Blank (ブランク)] > [C++] の順に選択して、「CameraComponents」という名前のプロジェクトを作成します。

    New C++ project

  2. キャラクターをアニメートするには、Epic Games Marketplace から無料でダウンロードできる アニメーション スターター パック が必要です。[Free (無料)] ボタンをクリックして、アニメーション スターター パックを Epic Games ライブラリ に追加します。

    Get Animation Starter Pack

  3. ライブラリ から アニメーション スターター パック を検索して [Add to Project] をクリックします。次に [Select the Project to Add the Asset to] メニューから「CharacterMovement」ファイルを見つけて選択したら [Add to Project] をクリックします。

    Add Animation Starter Pack to project

  4. アニメーション スターター パックをプロジェクトに追加すると、コンテンツ ブラウザ に表示されるようになります。

    Animation Started Pack in the Content Browser

Creating the Player Character

A Character class is required for your Player to control. A character is a pawn that comes with a Character Movement Component to provide a locomotion system for humanoid characters to traverse through your world. Follow the steps below to set up your character.

  1. Click the Add/Import button to create a new Blueprint Character class named BP_PlayerCharacter.

    Add new Blueprint Character class

  2. Double-click your BP_PlayerCharacter to open its class defaults, then in the components tab select the Mesh(CharacterMesh0) Skeletal Mesh Component, and navigate to the Details panel.

    Click image to expand.

  3. In the Mesh category, select the drop down arrow adjacent to the Skeletal Mesh variable, and from the drop down menu select SK_Mannequin.

    Select Skeletal Mesh

  4. In the Details panel, navigate to the Transform category, and set the Mesh's Location and Rotation to (0,0,-90).

    Transform settings

  5. Your Character's Skeletal Mesh will now be oriented in the direction of the forward facing Arrow Component as shown in the image below.

    Skeletal Mesh orientation

  6. Navigate to the Components tab to select your Mesh component, then click Add Component and in the drop down menu search for and select SpringArm, then name your Spring Arm Component "SpringArmComp".

    Add Spring Arm Component

  7. Navigate to the Details panel, and in the Camera Settings category enable the Use Pawn Control Rotation.

    Camera settings

    Enabling use Pawn Control rotation will rotate the camera relative to the spring arm.

  8. In the Camera category, set the socket offset to (0,0,30) then navigate to the Transform category and set the SpringArmComp's Location to (0,0,50).

    Spring Arm Component settings

  9. With your SpringArmComp selected, click the Add Component button, then in the drop down menu search for and select Camera to add a Camera Component named CameraComp.

    Add Camera Component

  10. In the Components tab, select the Character Movement Component, then navigate to the Details panel, and in the Character Movement (Rotation Settings) category, enable Use Controller Desired Rotation and Orient Rotation To Movement.

    Character Movement Rotation settings

  11. In the Character Movement:Walking category enable the Ignore Base Rotation variable.

    Enable Ignore Base Rotation

    Setting Ignore base rotation to true will tell the character to maintain its current world rotation, and ignore any changes in rotation of the base it's standing on.

  12. In the Character Movement Nav Movement category, navigate to the Movement Capabilities and select the drop down arrow to reveal additional variable settings, navigate to the Can Crouch Boolean and click to enable it.

    Enable Can Crouch Boolean

  13. Compile and Save.

    Compile and Save buttons

プレイヤーをコントロールするためには Character クラスが必要です。キャラクターは、ヒューマノイド キャラクターが自分のワールドを横断できるようにする移動システムを提供するための Character Movement コンポーネントを備えたポーンです。以下の手順に従って、キャラクターを設定します。

  1. [C++ Class Wizard (C++ クラス ウィザード)] で、新規 Character クラスを「PlayerCharacter」という名前で作成してから、「CameraCharactor.h」ファイルに移動して、次のクラス定義を宣言します。

    protected:
    
    //Spring Arm Component to follow the camera behind the player
    UPROPERTY(VisibleAnywhere, BlueprintReadWrite)
    class USpringArmComponent* SpringArmComp;
    
    //Player follow camera
    UPROPERTY(VisibleAnywhere, BlueprintReadWrite)
    class UCameraComponent* CameraComp; 
  2. PlayerCharactor.cpp」ファイルに移動して、次のクラス ライブラリを追加します。

    #include "Camera/CameraComponent.h"
    #include "GameFramework/SpringArmComponent.h"
    #include "GameFramework/CharacterMovementComponent.h"
  3. APlayerCharactor::APlayerCharacter コンストラクタ メソッドで、次のコードを宣言します。

    // Instantiating your class Components
    
    SpringArmComp = CreateDefaultSubobject<USpringArmComponent>(TEXT("SpringArmComp"));
    
    CameraComp = CreateDefaultSubobject<UCameraComponent>(TEXT("CameraComp"));
    
    //Set the location and rotation of the Character Mesh Transform
    
    GetMesh()->SetRelativeLocationAndRotation(FVector(0.0f, 0.0f, -90.0f), FQuat(FRotator(0.0f, -90.0f, 0.0f)));
    
    // Attaching your class Components to the default character's Skeletal Mesh Component.
    
    SpringArmComp->SetupAttachment(GetMesh());
    
    CameraComp->SetupAttachment(SpringArmComp,USpringArmComponent::SocketName);
    
    //Setting class variables of the spring arm
    
    SpringArmComp->bUsePawnControlRotation = true;
    
    //Setting class variables of the Character movement component
    
    GetCharacterMovement()->bOrientRotationToMovement = true;
    
    GetCharacterMovement()->bUseControllerDesiredRotation = true;
    
    GetCharacterMovement()->bIgnoreBaseRotation = true;
  4. コードを コンパイル します。

  5. エディタC++ Classes フォルダ へ移動して、PlayerCharacter クラスをクリックし、C++ Class Actions ドロップダウン メニューで [Create Blueprint class based on PlayerCharacter] を選択します。ブループリントに「Bp_PlayerCharacter」と名前を付けます。

    拡大表示するには、画像をクリック。

  6. BP_PlayerCharacter をダブルクリックすると class defaults が開きます。[Components] タブで Mesh(CharacterMesh0) Skeletal Mesh コンポーネント を選択して [Details] パネルを開きます。

    拡大表示するには、画像をクリック。

  7. Mesh カテゴリで Skeletal Mesh variable の横のドロップダウン矢印を選択して、ドロップダウン メニューから SK_Mannequin を選択します。

    Select Skeletal Mesh

  8. キャラクターの スケルタルメッシュ が以下の画像のように前を指している 矢印コンポーネント の方向を向いて表示されます。

    Skeletal Mesh orientation

  9. コンパイル して 保存 します。

    Compile and Save buttons

Creating Input Key Mappings and Input Movement Events

You will need to set up some custom logic that will move your character when an Input key; such as W,A,S, or D is pressed.

  1. Navigate to Edit > Project Settings > Input, then in the Bindings Category click the + sign next to Action Mappings to add the following:

    Action Mapping

    Key Value

    Jump

    Space Bar

    Crouch

    Left Ctrl

    Sprint

    Left Shift

    Movement Action Mappings

  2. In the Bindings Category click the + sign next to Axis Mappings to add the following Axis Mappings.

    Axis Mapping

    Key Value

    Scale

    MoveForward

    W

    1.0

    S

    -1.0

    MoveRight

    D

    1.0

    S

    -1.0

    Turn

    Mouse X

    1.0

    LookUp

    Mouse Y

    -1.0

    Input Action Mappings

  3. In the Content Browser, double click your BP_PlayerCharacter to open it's class defaults, then right click on the Event Graph and in the drop down menu search for and select MoveForward.

    Click image to expand.

  4. Drag off from the execution pin of your InputAxis MoveForward node and in the drop down menu search for and select for the Add Movement Input node, then connect the Axis Value pin of the InputAxis MoveForward node to the Scale Value pin of the Add Movement Input node.

    Click image to expand.

  5. Right click on the Event Graph and in the context menu search for and select Get Control Rotation, then drag off the Rotator return value pin, and in the drop down menu search for and select Break Rotator.

    Click image to expand.

  1. Drag off from the Break Rotator node's Z(Yaw) pin, and in the drop down menu search for and select Make Rotator, then drag off from the Make Rotator node's Rotator Return value pin and in the drop down menu search for and select Get Forward Vector.

    Click image to expand.

  2. Drag off from the Get Forward Vector node's Vector Return Value pin and plug it into the Add Movement Input node's World Direction pin.

    Click image to expand.

  3. Right-click on the graph again, and search for and select Move Right for your Input Axis Event.

    Click image to expand.

  4. Drag off the execution pin of your InputAxis MoveRight node and in the drop down menu search for and select for the Add Movement Input node, then connect the Axis Value pin of the InputAxis MoveRight node to the Scale Value pin of the Add Movement Input node.

    Click image to expand.

  5. Drag off from the Make Rotator node's Rotator Return Value pin and in the drop down menu search for and select the Get Right Vector node, then drag off from the Vector Return Value pin and plug it into the Add Movement Input node's World Direction pin.

    Click image to expand.

  6. Your completed Movement Input Events Blueprint graph will look as it does below.

    Click image to expand.

  7. Right-click on the Event Graph, then search for and select for the InputAxis LookUp event node, then right-click, search for and select for the Add Controller Pitch Input node.

    Click image to expand.

  8. Drag off from the Axis Value pin of the Input Axis LookUp node and connect to the Val pin of the Add Controller Pitch Input node. Drag off from the execution output pin of the InputAxis LookUp node and connect to the execution input pin of the Add Controller Pitch Input node.

    Click image to expand.

  9. Right-click on the Event Graph, then search for and select for the Input Axis Turn event node, then right-click, search for, and select the Add Controller Yaw Input node.

    Click image to expand.

  10. Drag off from the Axis Value pin of the Input Axis Turn node and connect to the Val pin of the Add Controller Yaw Input node. Drag off from the execution output pin of the Input Axis Turn node and connect to the execution input pin of the Add Controller Yaw Input node.

    Click image to expand.

  11. Click Compile and Save.

    Compile and Save buttons

Work-In-Progress Blueprint

At this point in the process, your Blueprint graph should resemble the image shown below.

Click image to expand.

W、A、S、D などの入力キーが押されたときにキャラクターを移動するカスタム ロジックを設定する必要があります。

  1. [Edit] > [Project Settings] > [ Input] に移動してから、 [Bindings (バインディング)] カテゴリで [Action Mappings] の隣にある [+] マークをクリックし、以下の アクション マッピング を追加します。

    アクション マッピング

    キー値

    Jump

    Space Bar

    Crouch

    Left Ctrl

    Sprint

    Left Shift

    Movement Action Mappings

  2. [Bindings (バインディング)] カテゴリで [Axis Mappings] の隣にある [+] マークをクリックし、以下の 軸マッピング を追加します。

    軸マッピング

    キー値

    スケール

    MoveForward

    W

    1.0

    S

    -1.0

    MoveRight

    D

    1.0

    A

    -1.0

    Turn

    Mouse X

    1.0

    LookUp

    Mouse Y

    -1.0

    Input Action Mappings

  3. PlayerCharacter.h で以下のクラス メソッドを宣言します。

    protected:
    
    //Called for forwards/backward input
    
    void MoveForward(float InputAxis);
    
    //called for left/right side input
    
    void MoveRight(float InputAxis);
  4. PlayerCharacter.Cpp で APlayerCharacter::MoveForwardAPlayerCharacter::MoveRight クラス メソッドに以下のロジックを実行します。

    void APlayerCharacter::MoveForward(float AxisValue)
    {
        if ((Controller != nullptr) && (AxisValue != 0.0f))
        {
            // Find out which way is forward
            const FRotator Rotation = Controller->GetControlRotation();
            const FRotator YawRotation(0, Rotation.Yaw, 0);
    
            // Get forward vector
            const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
            AddMovementInput(Direction, AxisValue);
        }
    }
    
    void APlayerCharacter::MoveRight(float AxisValue)
    {
        if ((Controller != nullptr) && (AxisValue != 0.0f))
        {
            // Find out which way is right
            const FRotator Rotation = Controller->GetControlRotation();
            const FRotator YawRotation(0, Rotation.Yaw, 0);
    
            // Get right vector 
            const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);
    
            // Add movement in that direction
            AddMovementInput(Direction, AxisValue);
        }
    }
  5. 次に APlayerCharacter::SetupPlayerInputComponent メソッドに移動して、以下のコードを実装します。

    //Called to bind functionality to input
    void APlayerCharacter::SetupPlayerInputComponent(UInputComponent*)
    {
        Super::SetupPlayerInputComponent(PlayerInputComponent);
    
        PlayerInputComponent->BindAxis("MoveForward", this, &APlayerCharacter::MoveForward);
        PlayerInputComponent->BindAxis("MoveRight", this, &APlayerCharacter::MoveRight);
        PlayerInputComponent->BindAxis("Turn", this, &APawn::AddControllerYawInput);
        PlayerInputComponent->BindAxis("LookUp", this, &APawn::AddControllerPitchInput);
    
    }
  6. コードを コンパイル します。

Work-In-Progress Code

PlayerCharacter.h

    #include "CoreMinimal.h"
    #include "GameFramework/Character.h"
    #include "PlayerCharacter.generated.h"

    UCLASS()
    class CHARACTERMOVEMENT_API APlayerCharacter : public ACharacter
    {
        GENERATED_BODY()

    public:
        // Sets default values for this character's properties
        APlayerCharacter();

    protected:
        // Called when the game starts or when spawned
        virtual void BeginPlay() override;

        //Spring Arm Component to follow the camera behind the player
        UPROPERTY(VisibleAnywhere, BlueprintReadWrite)
        class USpringArmComponent* SpringArmComp;

        //Player follow camera
        UPROPERTY(VisibleAnywhere, BlueprintReadWrite)
        class UCameraComponent* CameraComp; 

        //Called for forwards/backward input
        void MoveForward(float InputAxis);

        //called for left/right side input
        void MoveRight(float InputAxis);

    public: 
        // Called every frame
        virtual void Tick(float DeltaTime) override;

        // Called to bind functionality to input
        virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
    };

PlayerCharacter.Cpp

    #include "PlayerCharacter.h"
    #include "Camera/CameraComponent.h"
    #include "GameFramework/SpringArmComponent.h"
    #include "GameFramework/CharacterMovementComponent.h"

    // Sets default values
    APlayerCharacter::APlayerCharacter()
    {
        // Set this character to call Tick() every frame.You can turn this off to improve performance if you don't need it.
        PrimaryActorTick.bCanEverTick = true;

        // Instantiating your class Components
        SpringArmComp = CreateDefaultSubobject<USpringArmComponent>(TEXT("SpringArmComp"));
        CameraComp = CreateDefaultSubobject<UCameraComponent>(TEXT("CameraComp"));

        //Set the location and rotation of the Character Mesh Transform
        GetMesh()->SetRelativeLocationAndRotation(FVector(0.0f, 0.0f, -90.0f), FQuat(FRotator(0.0f, -90.0f, 0.0f)));

        // Attaching your class Components to the default character's Skeletal Mesh Component.
        SpringArmComp->SetupAttachment(GetMesh());
        CameraComp->SetupAttachment(SpringArmComp,USpringArmComponent::SocketName);

        //Setting class variables of the spring arm
        SpringArmComp->bUsePawnControlRotation = true;

        //Setting class variables of the Character movement component
        GetCharacterMovement()->bOrientRotationToMovement = true;
        GetCharacterMovement()->bUseControllerDesiredRotation = true;
        GetCharacterMovement()->bIgnoreBaseRotation = true;

    }

    // Called when the game starts or when spawned
    void APlayerCharacter::BeginPlay()

    {
        Super::BeginPlay();

    }

    void APlayerCharacter::MoveForward(float AxisValue)

    {
        if ((Controller != nullptr) && (AxisValue != 0.0f))
        {
            // Find out which way is forward
            const FRotator Rotation = Controller->GetControlRotation();
            const FRotator YawRotation(0, Rotation.Yaw, 0);

            // Get forward vector
            const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
            AddMovementInput(Direction, AxisValue);
        }
    }

    void APlayerCharacter::MoveRight(float AxisValue)
    {
        if ((Controller != nullptr) && (AxisValue != 0.0f))
        {
            // Find out which way is right
            const FRotator Rotation = Controller->GetControlRotation();
            const FRotator YawRotation(0, Rotation.Yaw, 0);

            // Get right vector 
            const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);

            // Add movement in that direction
            AddMovementInput(Direction, AxisValue);
        }
    }

    // Called every frame
    void APlayerCharacter::Tick(float DeltaTime)
    {
        Super::Tick(DeltaTime);

    }

    // Called to bind functionality to input
    void APlayerCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
    {
        Super::SetupPlayerInputComponent(PlayerInputComponent);
        PlayerInputComponent->BindAxis("MoveForward",this, &APlayerCharacter::MoveForward);
        PlayerInputComponent->BindAxis("MoveRight", this, &APlayerCharacter::MoveRight);
        PlayerInputComponent->BindAxis("Turn", this, &APawn::AddControllerYawInput);
        PlayerInputComponent->BindAxis("LookUp", this, &APawn::AddControllerPitchInput);
    }

Creating Input Key Mappings and Input Action Events

Now that you have completed the Blueprint scripting logic for your Move Forward, Move Right, Look Up, and Turn input events, you will need to finish implementing your Action Mappings for your Jump, Crouch, and Sprint input events.

  1. Right click on the Event Graph, then in the All Actions for this Blueprint drop down menu, search for and select your Jump Action Event.

    Click image to expand.

  2. Drag off from your InputAction Jump node's Pressed execution pin, then in the drop down menu, search for and select the Character function Jump.

    Add Jump Character function

  3. Connect the execution pin of your InputAction Jump node to the execution pin of your Jump node.

    Click image to expand.

  4. Drag off from the InputAction Jump node's Released execution pin, and in the drop down menu, search for and select the Character function Stop Jumping.

    Click image to expand.

  5. Right click on the Event Graph and in the drop down menu, search for and select the Input Action Sprint.

    Add Input Action Sprint

  6. Navigate to the Components tab, then click and drag your Character Movement Component on to the Event Graph.

    Click image to expand.

  7. Drag off the Character Movement pin and from the drop down menu, search for and select Set Max Walk Speed. Set the Max Walk Speed float value to 1000, then connect the Pressed Execution pin of the InputAction Sprint node to the Input Execution pin of the Set Max Walk Speed.

    Click image to expand.

  8. Drag off from the Character Movement pin, then search for and select for another set Max Walk Speed node. Set the Max Walk Speed float value to 600, and then connect the Released execution pin of the InputAction Sprint node to the Set Max Walk Speed execution input pin.

    Click image to expand.

  9. Right-click on the Event Graph, and in the drop down menu search for and select your Input Action Crouch.

    Add Input Action Crouch

  10. Drag off from the InputAction Crouch node's Pressed execution pin, then in the drop down menu, search for and select the Character class function Crouch.

    Click image to expand.

  11. Drag off from the InputAction Crouch node's Released execution pin, then in the drop down action menu search for and select the Character class function Un Crouch.

    Click image to expand.

  12. Compile and Save your Blueprint.

    Compile and Save buttons

Completed Blueprint

Your completed Blueprint should resemble the image shown below.

Click image to expand.

Move ForwardMove RightLook UpTurn の入力イベントに対するコード スクリプト ロジックが完了しました。次に JumpCrouchSprint に対する入力イベントの実装を完了する必要があります。

  1. PlayerCharacter.h ファイルに移動して以下のクラス メソッドを宣言します。

    protected:
    
        //Sets Character Movement Speed to Sprint values.
        void BeginSprint();
    
        //Sets Character Movement Speed back to default speed values.
        void EndSprint();
    
        //Request for Character to Crouch
        void BeginCrouch();
    
        //Request for Character to EndCrouch
        void EndCrouch();
  2. PlayerCharacter.cpp ファイルで**APlayerCharacter::BeginSprint and APlayerCharacter::EndSprint** クラス メソッドに対して次のロジックを実装します。

    void APlayerCharacter::BeginSprint()
    {
        GetCharacterMovementComponent()->MaxWalkSpeed = 1000.0f;    
    }
    
    void APlayerCharacter::EndSprint()
    {
        GetCharacterMovementComponent()->MaxWalkSpeed = 600.f;
    }
  3. APlayerCharacter::BeginCrouch メソッドと APlayerCharacter::EndCrouch メソッドに以下のロジックを実装します。

    void APlayerCharacter::BeginCrouch()
    {
        Crouch();
    }
    
    void APlayerCharacter::EndCrouch()
    {
        UnCrouch();
    }
  4. APlayerCharacter:: ::SetupPlayerInputComponent メソッドに移動して以下のコードを宣言します。

    void APlayerCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
    {
    
        PlayerInputComponent->BindAction("Jump",IE_Pressed,this,&ACharacter::Jump);
        PlayerInputComponent->BindAction("Jump",IE_Released,this,&ACharacter::StopJumping);
        PlayerInputComponent->BindAction("Crouch",IE_Pressed,this,&APlayerCharacter::BeginCrouch);
        PlayerInputComponent->BindAction("Crouch",IE_Released,this,&APlayerCharacter::EndCrouch);
        PlayerInputComponent->BindAction("Sprint",IE_Pressed,this,&APlayerCharacter::BeginSprint);
        PlayerInputComponent->BindAction("Sprint",IE_Released,this,&APlayerCharacter::EndSprint);
    
    }
  5. コードを コンパイル します。

完成コード

PlayerCharacter.h

    #pragma once

    #include "CoreMinimal.h"
    #include "GameFramework/Character.h"
    #include "PlayerCharacter.generated.h"

    UCLASS()
    class CHARACTERMOVEMENT_API APlayerCharacter : public ACharacter
    {
        GENERATED_BODY()

    public:
        // Sets default values for this character's properties
        APlayerCharacter();

    protected:
        // Called when the game starts or when spawned
        virtual void BeginPlay() override;

        //Spring Arm Component to follow the camera behind the player
        UPROPERTY(VisibleAnywhere, BlueprintReadWrite)
        class USpringArmComponent* SpringArmComp;

        //Player follow camera
        UPROPERTY(VisibleAnywhere, BlueprintReadWrite)
        class UCameraComponent* CameraComp; 

        //Called for forwards/backward input
        void MoveForward(float InputAxis);

        //Called for left/right side input
        void MoveRight(float InputAxis);

        //Sets Character Movement Speed to Sprint values.
        void BeginSprint();

        //Sets Character Movement Speed back to default speed values.
        void EndSprint();

        //Request for Character to Crouch
        void BeginCrouch();

        //Request for Character to EndCrouch
        void EndCrouch();

    public: 

        // Called every frame
        virtual void Tick(float DeltaTime) override;

        // Called to bind functionality to input
        virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;

    };

PlayerCharacter.cpp

    #include "PlayerCharacter.h"
    #include "Camera/CameraComponent.h"
    #include "GameFramework/SpringArmComponent.h"
    #include "GameFramework/CharacterMovementComponent.h"

    // Sets default values
    APlayerCharacter::APlayerCharacter()
    {
        // Set this character to call Tick() every frame.You can turn this off to improve performance if you don't need it.
        PrimaryActorTick.bCanEverTick = true;

        // Instantiating your class Components
        SpringArmComp = CreateDefaultSubobject<USpringArmComponent>(TEXT("SpringArmComp"));
        CameraComp = CreateDefaultSubobject<UCameraComponent>(TEXT("CameraComp"));

        //Set the location and rotation of the Character Mesh Transform
        GetMesh()->SetRelativeLocationAndRotation(FVector(0.0f, 0.0f, -90.0f), FQuat(FRotator(0.0f, -90.0f, 0.0f)));

        // Attaching your class Components to the default character's Skeletal Mesh Component.
        SpringArmComp->SetupAttachment(GetMesh());
        CameraComp->SetupAttachment(SpringArmComp,USpringArmComponent::SocketName);

        //Setting class variables of the spring arm
        SpringArmComp->bUsePawnControlRotation = true;

        //Setting class variables of the Character movement component
        GetCharacterMovement()->bOrientRotationToMovement = true;
        GetCharacterMovement()->bUseControllerDesiredRotation = true;
        GetCharacterMovement()->bIgnoreBaseRotation = true;
    }

    // Called when the game starts or when spawned
    void APlayerCharacter::BeginPlay()
    {
        Super::BeginPlay();

    }

    void APlayerCharacter::MoveForward(float AxisValue)
    {
        if ((Controller != nullptr) && (AxisValue != 0.0f))
        {
            // Find out which way is forward
            const FRotator Rotation = Controller->GetControlRotation();
            const FRotator YawRotation(0, Rotation.Yaw, 0);

            // Get forward vector
            const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
            AddMovementInput(Direction, AxisValue);
        }
    }

    void APlayerCharacter::MoveRight(float AxisValue)
    {
        if ((Controller != nullptr) && (AxisValue != 0.0f))
        {
            // Find out which way is right
            const FRotator Rotation = Controller->GetControlRotation();
            const FRotator YawRotation(0, Rotation.Yaw, 0);

            // Get right vector 
            const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);

            // Add movement in that direction
            AddMovementInput(Direction, AxisValue);
        }
    }

    void APlayerCharacter::BeginSprint()
    {
    GetCharacterMovementComponent()->MaxWalkSpeed = 1000.0f;
    }

    void APlayerCharacter::EndSprint()
    {
        GetCharacterMovementComponent()->MaxWalkSpeed = 600.f;
    }

    void APlayerCharacter::BeginCrouch()
    {
        Crouch();
    }

    void APlayerCharacter::EndCrouch()
    {
        UnCrouch();
    }

    // Called every frame
    void APlayerCharacter::Tick(float DeltaTime)
    {
        Super::Tick(DeltaTime);
    }

    // Called to bind functionality to input
    void APlayerCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
    {
        Super::SetupPlayerInputComponent(PlayerInputComponent);
        PlayerInputComponent->BindAxis("MoveForward",this, &APlayerCharacter::MoveForward);
        PlayerInputComponent->BindAxis("MoveRight", this, &APlayerCharacter::MoveRight);
        PlayerInputComponent->BindAxis("Turn", this, &APawn::AddControllerYawInput);
        PlayerInputComponent->BindAxis("LookUp", this, &APawn::AddControllerPitchInput);
        PlayerInputComponent->BindAction("Jump",IE_Pressed,this, &ACharacter::Jump);
        PlayerInputComponent->BindAction("Jump",IE_Released,this, &ACharacter::StopJumping);
        PlayerInputComponent->BindAction("Crouch",IE_Pressed,this,&APlayerCharacter::BeginCrouch);
        PlayerInputComponent->BindAction("Crouch",IE_Released,this,&APlayerCharacter::EndCrouch);
        PlayerInputComponent->BindAction("Sprint",IE_Pressed,this, &APlayerCharacter::BeginSprint);
        PlayerInputComponent->BindAction("Sprint",IE_Released,this, &APlayerCharacter::EndSprint);
    }

Setting up the Game Mode

The GameMode defines the game's set of rules. These rules include what default pawn the player will spawn as when the game is launched. You will need to set up these rules in order to spawn the Player Character that you have created.

  1. In the Content Browser, click the Add/Import button and create a new Blueprint class, when the Pick a Parent Class menu appears, select Game Mode Base and name your new Gamemode class Bp_GameMode.

    Click image to expand.

  2. Double click Bp_GameMode to open it's class defaults, then navigate to the Details panel Classes category, and for the Default Pawn Class select Bp_PlayerCharacter.

    Select Default Pawn Class

  3. Compile and Save your Blueprint.

    Compile and Save buttons

  4. Navigate to Edit > Project Settings > Maps & Modes, and in the Default Modes category, select Bp_GameMode.

    Click image to expand.

Game Mode はゲームのルールを一通り定義します。これらのルールには、ゲームの起動時にプレイヤーがスポーンするデフォルト ポーンが含まれます。作成したプレイヤー キャラクターをスポーンするためにこれらのルールを設定する必要があります。

  1. エディタで C++ クラス フォルダへ移動します。CharacterMovementGameModeBase を右クリックし、[C++ Class] アクション メニューのドロップダウンから、[Create Blueprint class based on your CharacterMovementGameModeBase] を選択して「Bp_GameMode」と名前を付けます。

    拡大表示するには、画像をクリック。

  2. Bp_GameMode をダブルクリックして クラス デフォルト を開き、[Details] パネルの [Classes] カテゴリ へ移動して Default Pawn Class に Bp_PlayerCharacter を選択します。

    Select Default Pawn Class

  3. ブループリントを コンパイル して 保存 します。

    Compile and Save buttons

  4. [Edit] > [Project Settings] > [Maps & Modes] の順に選択し、Default Modes カテゴリで Bp_GameMode を選択します。

    拡大表示するには、画像をクリック。

Creating the Locomotion Blend Space

Now that you have a character that possesses the input functionality to move in your level, you will need to create Blend Spaces for your movement states (sprinting, jogging, and crouch walking).

Blend Spaces are special assets that allow for blending of animations based on the values of two inputs. You will create your own blend spaces that move between forward and backward and left and right movements based on the character's movement speed or direction.

  1. In the Content Browser, click Add/Import > Animation > BlendSpace, when prompted to pick a skeleton, choose the UE4_Mannequin_Skeleton, then name your Blend Space Locomotion_BS.

    Creating the Blend Space

  2. Double click to open the Locomotion_BS Blend Space. In the Asset Details tab, navigate to the Axis Settings category, then select the arrows adjacent to the Horizontal Axis and the Vertical Axis to see more variable details.

    Asset Details Axis settings

  3. In the Horizontal Axis settings, change the Name variable to Direction, then set the Minimum Axis Value to -180, and the Maximum Axis Value to 180.

    Horizontal Axis settings

  4. In the Vertical Axis Settings, change the Name variable to Speed, then set the Maximum Axis Value to 1000.

    Vertical Axis settings

  5. Compile and Save.

    Compile and Save buttons

  6. Navigate to the Asset Browser, then within the filters search bar type Idle_Rifle_Hip, then drag and drop the Idle_Rifle_Hip asset into the Blend Space at Direction 0.0, and Speed 0.0.

    Click image to expand.

  7. Repeat the previous step, inserting the Idle_Rifle_Hip asset into:

    • Direction 180, Speed 0.

    • Direction 90, Speed 0.

    • Direction -90, Speed 0.

    • Direction -180, Speed 0.

    Click image to expand.

  8. In the Asset Browser tab Filters search bar type Walk_Fwd_Rifle_Ironsights, then drag and drop the Walk_Fwd_Rifle_Ironsights asset into the Blend Space at Direction 0.0, and Speed 250.

    Click image to expand.

  9. Next, in the Asset Browser tab Filters search bar type Walk_Lt_Rifle_Ironsights, then drag and drop the Walk_Lt_Rifle_Ironsights asset into the Blend Space at Direction -90 and Speed 250.

    Click image to expand.

  10. In the Asset Browser tab Filters search bar type Walk_Rt_Rifle_Ironsights, then drag and drop the Walk_Rt_Rifle_Ironsights asset into the Blend Space at Direction 90 and Speed 250.

    Click image to expand.

  11. In the Asset Browser tab Filters search bar type Walk_Bwd_Rifle_Ironsights, then drag and drop the**Walk_Bwd_Rifle_Ironsights asset into the Blend Space at Direction 180 and Speed 250, then drag and drop it again at Direction -180 and Speed 250**.

    Click image to expand.

  12. In the Asset Browser tab Filters search bar type Jog_Fwd_Rifle, then drag and drop the Jog_Fwd_Rifle asset into the Blend Space at Direction 0.0, and Speed 500.

    Click image to expand.

  13. Navigate to the Asset Browser, then within the filters search bar type Jog_Lt_Rifle, then drag and drop the Jog_Lt_Rifle asset into the Blend Space at Direction -90, and Speed 500.

    Click image to expand.

  14. Navigate to the Asset Browser, then within the filters search bar type Jog_Rt_Rifle, then drag and drop the Jog_Rt_Rifle asset into the Blend Space at Direction 90, and Speed 500.

    Click image to expand.

  15. From the asset browser search bar filter type Jog_Bwd_Rifle_Ironsights, then drag and drop an Jog_Bwd_Rifle_Ironsights asset into the Blend Space at Direction 180 and Speed 500, then drag an additional Jog_Bwd_Rifle_Ironsights at Direction -180 and Speed 500.

    Click image to expand.

  16. Complete your Blend Space by navigating to the asset browser, search for and select Sprint_Fwd_Rifle_Ironsights, then drag and drop an Sprint_Fwd_Rifle_Ironsights asset into the Blend Space at Direction 0 and Speed 1000,

    Click image to expand.

  17. Compile and Save.

    Compile and Save buttons

Your completed Locomotion_BS will look as shown in the image below!

Completed Locomotion Blend Space

Creating the Crouch Locomotion Blend Space

With your Locomotion Blend Space complete, you will now need to create your Crouch Locomotion Blend Space.

  1. In the Content Browser, click Add/Import > Animation > BlendSpace, when prompted to pick a skeleton, choose the UE4_Mannequin_Skeleton, then name your Blend Space LocomotionCrouch_BS.

  2. Double click to open the Locomotion_BS Blend Space. In the Asset Details tab, navigate to the Axis Settings category, then select the arrows adjacent to the Horizontal Axis and the Vertical Axis to see more variable details.

    Asset Details Axis settings

  3. In the Horizontal Axis settings, change the Name variable to Direction, then set the Minimum Axis Value to -180, and the Maximum Axis Value to 180.

    Crouch Horizontal Axis settings

  4. In the Vertical Axis Settings, change the Name variable to Speed, then set the Maximum Axis Value to 300.

    Crouch Vertical Axis settings

  5. Repeat the previous steps from the Creating The Locomotion Blend Space section, and place your assets into the Blend Space at the values below.

    Animation Asset Name

    Speed

    Direction

    Crouch_Idle_Rifle_Hip

    0

    0, 90, -90, 180, -180

    Crouch_Walk_Fwd_Rifle_Hip

    300

    0

    Crouch_Walk_Lt_Rifle_Hip

    300

    -90

    Crouch_Walk_Rt_Rifle_Hip

    300

    90

    Crouch_Walk_Bwd_Rifle_Hip

    300

    180, -180

  6. Save and Compile your LocomotionCrouch_BS

    Compile and Save buttons

Your completed LocomotionCrouch_BS Blend Space will look as shown in the image below.

Completed Crouch Locomotion Blend Space

Creating the Animation Blueprint

You will require an Animation Blueprint that will determine what character animations to play based on the current actions by the player. Additionally, you will need to set up a State Machine to create a Walk and Crouch state then set up the transitions between each of them.

  1. In the Content Browser, click Add/Import > Animation > Animation Blueprint, and when prompted to pick a skeleton, choose the UE4_Mannequin_Skeleton, then name your Animation Blueprint PlayerCharacter_AB.

    Create Animation Blueprint

  2. Double-click PlayerCharacter_AB to open the Animation Blueprint. In the My Blueprint tab, navigate to the Variables category and select the adjacent + sign to create two boolean variables named Is Crouched and Is Jumping.

    Is Crouched and Is Jumping variables

  3. Click the Event Graph tab, then drag off from the Return Value pin of the Try Get Pawn Owner node, then from the drop down menu search for and select Cast to BP_PlayerCharacter.

    Click image to expand.

  4. Drag off from the As BP_PlayerCharacter return pin of the Cast to BP_PlayerCharacter node, then search for and select Get Is Crouched.

    Get Is Crouched

  5. Navigate to the My Blueprint tab, then from the variables category drag and drop the Is Crouched variable on to the return pin of the Get Is Crouched node.

    Click image to expand.

  6. Drag off from the Cast To BP_PlayerCharacter's Output execution pin, and connect it to the Input execution pin of the Set Is Crouched node.

    Click image to expand.

  7. Drag off from the As BP_PlayerCharacter return pin of the Cast to BP_PlayerCharacter node, then from the All Actions drop down menu search for and select Get Pressed Jump.

    Add Get Pressed Jump action

  8. From the MyBlueprint tab, navigate to the variables category, then drag and drop the Is Jumping variable on to the return pin of the Get Pressed Jump node.

    Click image to expand.

  9. Drag off from the Set Is Crouched node Output execution pin, and connect it to the Input execution pin of the Set Is Jumping node.

    Click image to expand.

  10. Compile and Save your PlayerCharacter_AB Animation Blueprint.

    Compile and Save buttons

  11. From the Variables category select the adjacent + sign to create two float variables named Speed and Direction.

    Create Speed and Direction variables

  12. Drag off from the As BP_PlayerCharacter return pin of the Cast to BP_PlayerCharacter node, then click to enable the context sensitive box, and search for and select Get Velocity.

    Context-sensitive Get Velocity node

  13. Drag off from the Get Velocity node's Return Value pin, and from the Actions drop down menu, search for and select Vector Length.

    Add Vector Length node

  14. In the My Blueprint tab, drag and drop the Speed variable on to the vector Return Value pin of the Vector Length node.

    Click image to expand.

  15. Next, connect the Execution output pin of the Set Is Jumping node to the execution input pin of the Set Speed node.

    Click image to expand.

  16. Drag off from the As BP_PlayerCharacter return pin of the Cast to BP_PlayerCharacter node, then search for and select Get Actor Rotation.

    Add Get Actor Rotation node

  17. Drag off from the GetActorRotation node's rotator return value pin and from the drop down Actions menu, search for and select Calculate Direction.

    Add Calculate Direction node

  18. Next, drag off from the vector Return Value pin of the Get Velocity node, and plug it into the Velocity input pin from the Calculate Direction node.

    Click image to expand.

  19. From the My Blueprint tab, click and drag the Direction variable and drop it onto the float Return Value pin of the Calculate Direction node.

    Click image to expand.

  20. Next, connect the Execution output pin from the Set Speed node to the execution input pin of the Set Direction node.

    Click image to expand.

  21. Drag off from the Event Blueprint Update Animation node's execution output pin and connect it to the Cast To BP_PlayerCharacter node.

    Click image to expand.

  22. Compile and Save your PlayerCharacter_AB Animation Blueprint.

    Compile and Save buttons

Your completed Animation Event Graph will resemble the image below

Click image to expand.

Creating the Animation State Machines

State Machines provide a graphical visualization of organizing the animation of a Skeletal Mesh into a series of States. These states are governed by Transition Rules that control how to blend from one state to another. You will use your boolean variables to transition between the different locomotion Blend Spaces that you created in the earlier sections.

  1. Inside your PlayerCharacter_AB Animation Blueprint, navigate to the Anim Graph.

    Click image to expand.

    The AnimGraph is used to evaluate a final pose for the skeletal mesh.

  2. Right-click on the AnimGraph and from the Actions drop down menu, search for and select Add New State Machine.

    Add New State Machine

  3. Rename your State Machine node to Locomotion, then double-click the node to open its graph. Drag off from the Entry pin, and from the Actions drop down menu, select Add State.

    Click image to expand.

  4. Name the new state Movement, then double-click to open the Movement State Node. Navigate to the Asset browser, and search for Locomotion_BS, then click and drag it into the graph.

    Click image to expand.

  5. From the My Blueprint tab, click and drag your Speed float variable into the Blend Space's Speed vertical axis.

    Click image to expand.

  6. Navigate back to the My Blueprint tab, then click and drag your Direction float variable into the Blend Space's Direction horizontal axis.

    Click image to expand.

  7. Connect the Animation Pose output pin to the Animation Pose Result pin of the Output Animation Pose node.

    Click image to expand.

  8. Compile and Save.

    Compile and Save buttons

  9. Navigate back to the Locomotion state machine, then click and drag the Movement state node to create a new Animation state named Crouch Movement.

    Click image to expand.

  10. Double click the Transition rule node to open its Anim Graph.

    Click image to expand.

  11. From the My Blueprint Tab, navigate to the variables category and drag your Is Crouched boolean onto the Can Enter Transition input pin from the Result node.

    Click image to expand.

  12. Navigate back to the Locomotion state machine graph, and double click on the Crouch Movement state to open its anim graph. From the Asset browser, search for your LocomotionCrouch_BS, then click and drag it into the graph.

    Click image to expand.

  13. From the My Blueprint Tab, navigate to the variables category and drag your Speed and Direction float variables into their respective pins on the LocomotionCrouch_BS, then connect your LocomotionCrouch_BS Animation Pose into your Output Animation Pose Result pin.

    Click image to expand.

  14. Compile and Save your Animation Blueprint.

    Compile and Save buttons

  15. Navigate back to the Locomotion AnimGraph then click and drag off the CrouchMovement Animation state and connect it to the Movement Animation State.

    Click image to expand.

  16. Double click the Transition rule node to open it's Anim Graph.

    Click image to expand.

  17. From the My Blueprints tab, click and drag the Is Crouched boolean variable onto the Anim Graph, select Get Is Crouched, then drag off from its output pin and in the drop down actions menu search for and select NOT Boolean.

    Click image to expand.

  18. Next, connect the NOT Boolean's return pin to the Can Enter Transition input pin.

    Click image to expand.

  19. Compile and Save.

    Compile and Save buttons

  20. Navigate back to the Anim Graph, then click and drag off from the Movement Animation state and select Add State.

    Click image to expand.

  21. Rename this Animation State to Jump, then double-click to open its animation graph. Navigate to the Asset Browser and search for Jump_From_Jog, then drag it into the graph.

    Click image to expand.

  22. Finish your Jump Animation State by connecting your Play Jump_From_Jog Animation Pose to your Output Animation Pose Result pin.

    Click image to expand.

  23. Navigate back to the Locomotion Anim Graph, then double-click the Movement to Jump Transition rule node to open its Anim Graph.

    Click image to expand.

  24. Inside the Transition Rule Anim Graph, navigate to the My Blueprints tab, and drag your Is Jumping Boolean variable onto the Result node's Can Enter Transition input pin.

    Click image to expand.

  25. Navigate back to the Locomotion Anim Graph, then click and drag off the Jump anim node and create a transition to the Movement Anim Graph node.

    Click image to expand.

  26. Double-click the Jump to Movement Transition rule node to open it's Anim Graph.

    Click image to expand.

  27. From the My Blueprints tab, click and drag the Is Crouched, and Is Jumping Boolean variable onto the Anim Graph, then drag off each of their output pins and from the drop down actions menu search for and select NOT Boolean.

    Click image to expand.

  28. Drag off the NOT Boolean output pin and search for and select for the AND Boolean.

    Connect NOT Boolean to AND Boolean

  29. Connect both the Is Crouched, and Is Jumping NOT Boolean node output pins into the AND Boolean node's input pins, then connect the AND boolean's output pin into the Result node's Can Enter Transition Input pin.

    Click image to expand.

  30. Navigate back to the Locomotion Anim Graph, then click and drag off the Crouch node and create a transition to the Jump node.

    Click image to expand.

  31. Double-click the Crouch Movement to Jump Transition rule node to open it's Anim Graph.

    Click image to expand.

  32. Inside the CrouchMovement to Jump transition rule Anim Graph, navigate to the My Blueprint tab, then click and drag your Is Jumping bool variable onto the Result node's Can Enter Transition input pin.

    Click image to expand.

  33. Navigate back to the Locomotion Anim Graph, then drag off from the Jump node to create a transition to the CrouchMovement node.

    Click image to expand.

  34. Double-click the Jump to Crouch Movement Transition rule node to open it's Anim Graph.

    Click image to expand.

  35. From the My Blueprints tab, click and drag the Is Crouched and Is Jumping Boolean variables onto the Anim Graph.

    Click image to expand.

  36. Drag off from the Is Jumping Boolean output pin and from the actions drop down menu search for and select the NOT Boolean, then drag off from the Is Crouched Boolean output pin and search for and select for the AND Boolean. Connect the Is Jumping NOT Boolean output pin into the AND Boolean input pin, then connect the AND Boolean output pin into the Can Enter Transition Result pin to complete the transition rule.

    Click image to expand.

  37. Your completed Locomotion AnimGraph will resemble the image below.

    Click image to expand.

  38. Navigate to the AnimGraph and connect the Locomotion Pose Output pin into the Output Pose Result pin.

    Click image to expand.

  39. Compile and Save.

    Compile and Save buttons

  40. From the Content Browser, double-click your Bp_PlayerCharacter to open it's class defaults, then in the Components tab select the Mesh component, then navigate to the Details panel Animation category and in the Anim Class variable drop down menu, search for and select PlayerCharacter_AB.

    Click image to expand.

Result

Now is the time to test your logic. From the toolbar select Play (PIE), you will be able to control your character's movement using the W,A,S,D keys. To sprint, click and hold your left shift key, to crouch, hold left ctrl, and to jump press the spacebar.

character movement in action

Unreal Engine のドキュメントを改善するために協力をお願いします!どのような改善を望んでいるかご意見をお聞かせください。
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