Unreal Engine Livestream - Data-Driven Character Movement - Mar 8 - Live from Epic HQ

Thanks for the support, everyone!

This is similar in spirit to my previous stream about the importance of camera code. I’m not sure about Paragon animations, but the idea here is to show how using curves to control aspects of character motion will lead to better-feeling movement and control than using pure, standard mathematical functions or linear blends. We’ll be using a really basic setup to show the differences in how movement looks, stripping out animation, camera work, etc. to get to the core of the movement itself.

Anyway, I think this material is an important part of a GPP’s fundamental toolkit, like the camera concepts I showed last time. I hope you like it!