Unreal C++ Tutorial – Player Character Series – Movement – Crouch & Stance Changes using Animation Blending + State Machine

By | Development, Tutorial, Unreal | No Comments

Hey guys,

Today we return back to the Player Character series, this time talking about how we can add in a crouch component, switch states from idle to armed and combine all those mechanics together using some blending techniques. Additionally we are going to introduce a timer mechanic that resets our armed stance back to idle.

As usual you can find the project from the video on our GitHub page.

Unreal + Blender Tutorial – How to add root bones / motion or keep animations in place

By | Development, Tutorial, Unreal | No Comments

Hey guys,

Today we are going to roll into the New Year by adding in root motion to our kick animations as well as convert them to stay in place rather than move the mesh on their own.

This will help clean up the crappy roundhouse kick animation we had in place at the end of our last tutorial.

You can find the GitHub project in the usual location if you want to play with the finished animation sets.

Additionally here are a few links to do some further reading on the items we discussed:

Thanks and see you next time.

Unreal C++ Tutorial – Player Character Series – Punch – Part 6 – Review Lesson using Kicks !

By | Development, Tutorial, Unreal | One Comment

Hey guys,

Today we are finally back with the Player Character series , picking up where we left off, as well as incorporating all the previous tutorials into this lesson.

This time we are going to do a review lesson, where we go back over all the topics we covered earlier, and use them to implement a new set of attacks in the form of kicks.


The GitHub starter project can be found here as well as the final version with all the things.

The major component that is net new to this series is the inclusion of an additional Blend Node which you can read about here.

Take a look and we will see you next time.

Animation Re-targeting with Unreal using Mixamo assets

By | Development, Tutorial | No Comments

Hey guys,

Today I have another tutorial for you, this time discussing how you can import new animations into Unreal Engine and re target them against your character.

For my example I will be using a character from Mixamo, which is a site support by Adobe that has various 3d models and animation resources for folks to use. Since the animations come with their own skeletal definitions you have to re target them otherwise they will be unusable when you bring them into Unreal.

You can also find the source code used in this tutorial on my GitHub page.

In addition to the video here is a quick map of the bones from the Unreal Mannequin and how they map against the Mixamo model.

Also a few more resources from Epic about animation re targeting.

Thanks for taking a look and stay tuned for more.

Unreal – Base


Root Hips
Pelvis Hips
spine_01 Spine
spine_02 Spine1
spine_03 Spine2
clavicle_l LeftShoulder
UpperArm_L LeftArm
lowerarm_l LeftForeArm
Hand_L LeftHand
clavicle_r RightShoulder
UpperArm_R RightArm
lowerarm_r RightForeArm
Hand_R RightHand
neck_01 Neck
Head head
Thigh_L LeftUpLeg
calf_l LeftLeg
Foot_L LeftFoot
Thigh_R RightUpLeg
calf_r RightLeg
Foot_R RightFoot

Unreal – Advanced


index_01_l LeftHandIndex1
index_02_l LeftHandIndex2
index_03_l LeftHandIndex3
middle_01_l LeftHandMiddle1
middle_02_l LeftHandMiddle2
middle_03_l LeftHandMiddle3
pinky_01_l LeftHandPinky1
pinky_02_l LeftHandPinky2
pinky_03_l LeftHandPinky3
ring_01_l LeftHandRing1
ring_02_l LeftHandRing2
ring_03_l LeftHandRing3
thumb_01_l LeftHandThumb1
thumb_02_l LeftHandThumb2
thumb_03_l LeftHandThumb3
index_01_r RightHandIndex1
index_02_r RightHandIndex2
index_03_r RightHandIndex3
middle_01_r RightHandMiddle1
middle_02_r RightHandMiddle2
middle_03_r RightHandMiddle3
pinky_01_r RightHandPinky1
pinky_02_r RightHandPinky2
pinky_03_r RightHandPinky3
ring_01_r RightHandRing1
ring_02_r RightHandRing2
ring_03_r RightHandRing3
thumb_01_r RightHandThumb1
thumb_02_r RightHandThumb2
thumb_03_r RightHandThumb3
ball_l LeftToeBase
ball_r RightToeBase