Exploring how to get a custom character to operate as a third person view protagonist – and essentially there are four steps:
(1) Import character and animations, with at least those needed for the minium viable TPV e.g. idle, walk, run, jump.
(2) Setup an event graph blueprint
(3) Build out a state machine, using the variables exposed from the event graph to run the transition state rules for the animations.
(4) For nice smooth animation blends create a blend state map (in this example blendstate only used between walk and run animations, transitioning on character speed)
Examples below of 2 and 3 for a very simple third person blueprint. Once these factors are all working can then position camera to actor distance, angle etc.
This third person blueprint tutorial video helps, though has not been built for version 4.25 and some of the event graph functions are different and require tweaks (as per first picture below)
I’m continuing the investigation of using Epic’s Unreal Engine (version 4.25) for Cogwheel Chronicles.
Presently as a beginner with Unreal, I followed an interesting tutorial – https://www.youtube.com/watch?v=a0qNO6_xPx0 .
This just scratches the surface of Unreal, but once through it I did know the very rough basics of importing assets and basic terrain creation and update. It’s just enough to get you going.
Here’s our heroine Cathodia Callan rendering under Unreal:
Can’t say I’m upset with the initial visualisation .. a long way to go though