Course: Animation Ecosystem for Game Development

Thanks for putting this course together, it really helped me finally begin to feel “centered” working with all these interrelated assets and editors for animation.

Just a couple notes for ya as a long-time programmer:

  • I know it’s not technically what the lesson is about, but I really appreciate you taking the time to leave comments on the graphs and encourage the habit for anyone watching. Their colleagues will thank them for it someday. Or maybe take it for granted. BUT, everyone’s lives will be happier for it.

  • ALSO BUT, please don’t say “comment out”, lol. I did a double take the first few times, since in a programming context “commenting out” effectively means to ignore/mute the code in question.

  • More a question than a note here, but was there a specific reason for creating your own “IsCrouching” variable in the BP_ThirdPersonCharacter, beyond demonstrating how to create your own variables to communicate between BP/ABP? I noticed the Movement component also has a function that returns whether or not the character is crouching, which I ended up using as I followed along.

  • One last thing I can think of–and this isn’t a bug or anything–but it seems like the Animation Blueprint’s cast reference to BP_ThirdpersonCharacter should be set from the EventBlueprintInitializeAnimation event rather than EventBlueprintUpdateAnimation. Anyway, just me nitpicking.

4 Likes