21:42
Pre-Part1 - Initial setup (beginners guide)
Jonas Mølgaard
6:35
Part 1 - UE4 How to interact with stuff
15:31
Part 2 - UE4 Interactables and interfaces
17:12
Part 3 - UE4 Getting the best interaction candidate
17:27
Part 4 - UE4 Highlighting the best interactable
15:50
Part 5 - UE4 Interacting with items
8:11
Part 6 - UE4 Cleaning up the solution
7:04
Part 7 - UE4 Adding a weapon
10:36
Part 8 - UE4 Adding structs and enums
16:57
Part 9 - UE4 Getting the weapon attached
14:45
Part 10 - UE4 Weapon Interface
12:39
Part 11 - UE4 Equipping the weapon now with animation
6:03
Part 12 - UE4 True first person view issues
14:18
Part 13 - UE4 Separate head and body for Character (UE4/3dsmax)
10:21
Part 14 - UE4 Player damage indicator
6:41
Part 15 - UE4 Improving the damage effects
14:09
Part 16 - UE4 Playing with primitives and partial destructables
31:10
Part 17 - Opening and closing doors
44:41
Part 18 - Surroundings awareness + movement/camera limits
4:03
Part 18a - Fixing a minor bug in the previous tutorial
46:36
Part 19 - Jump to ledge
14:20
Part 20 - Replacing IsHugging wall with Climb state
16:11
Part 21 - Syncronizing climb state between anim and character BP
28:15
Part 22 - Preparing the drop down animation in Maya
14:10
Part 23 - Dropping down from ledge
15:48
Part 24 - Fixing bugs in drop down animation
6:10
Part 25 - Few minor improvements to drop from ledge
24:50
Part 26 - Shimmy Left and Right
52:57
Part 27 - Climb to ledge (lots of trail and error)
11:33
Part 28 - Ledge climb following vertical angled walls WIP
9:43
Part 29 - Jumping over obstacles
18:39
Part 30 - Sliding under obstacles
11:53
Part 31 - Fall and land with roll
Part 32 - Ledge climbing and turning corners (WIP)
17:11
Part 33 - Preparing animations for cover
21:12
Part 34 - Stand to cover montage
14:53
Part 35 - Moving in cover state(1st half)
12:46
Part 36 - Moving in cover state (2nd half)
14:47
Part 37 - Addressing 1st person issues with cover
13:56
Part 38 - Hide head of character (improved workflow in 3dsmax)
14:00
Part 39 - Fixing inversion of cover movement and adding mirrored idle state
20:01
Part 40 - Fixing camera position in covermode
17:14
Part 41 - Fixing camera yaw limits in first person cover mode
18:09
Part 42 - Move in cover using looking direction and forward + backward keys
Part 43 - Preparing crouched cover move in Maya
11:41
Part 44 - The 4 modified crouch cover animations
Part 45 - Preparing rootmotion for stand to cover crouch animation
22:05
Part 46 - Replacing a cover state with a wrapper function (boring)
12:53
Part 47 - Crouched Cover movement left and right
11:36
Part 48 - Crouched cover transition to and from Standing cover
17:43
Part 49 - Finishing touch for the crouch cover movement + bugfixes
27:25
Part 50 - Head rotation basic changes
17:01
Part 51 - Head rotation for first person and climbing
25:33
Part 52 - Head rotation for cover state
11:55
Part 53 - Head rotation restrictions for climbing and cover mode
34:15
Part 54 - Walk animations and some bugfixes
24:29
Part 55 - Head rotation changes in cover mode
9:25
Part 56 - Head rotation blueprint cleanup
23:46
Part 57 - Fixing the aiming in first person
13:30
Part 58 - Ironsight cam test1
23:12
Part 59 - Ironsight cam test2
13:51
Part 60 - Ironsight cam fixing 1st and 3rd person transition
29:30
Part 61 - Ironsight cam smooth transition
20:51
Part 62 - Run strafe animations unarmed
12:41
Part 63 - Limiting run capabilities
4:45
Part 64 - Reconstruction of what i may have done
25:32
Part 65 - Adjusting Right Walk and Jog Diagonal animations
16:42
Part 66 - Adjusting Left Walk and Jog Diagonal animations
22:44
Part 67 - Restricting rotation during root motion (plus some bugfinding)
10:10
Part 68 - UE4.10.1 Having trouble with showing the head correctly
16:36
Part 69 - Improving a bit on ironsigt behavior while running
17:19
Part 70 - Preparing animations for cover with rifle
24:52
Part 71 - Setting up montage and blendspaces for cover with rifle
21:10
Part 72 - Disabling aim offset while in cover with rifle
27:56
Part 73 - Mirroring an animation but preserving hands animation and eliminating foot sli
15:07
Part 74 - A bit of refactoring of the existing code
21:18
Part 75 - More refactoring of movement state
12:27
Part 76 - Fixing a bit on the cover entry and enabling climbing with weapon
10:03
Part 77 - How i bring in a mesh from ue4 to MotionBuilder
9:49
Part 78 - Preparing emerge right animation
13:06
Part 79 - Preparing emerge left animation
17:15
Part 80 - Emerging from cover
16:45
Part 81 - Taking apart the movement controller
18:37
Part 82 - Assembling the movement controller a bit again
12:51
Part 83 - Returning to cover controller
23:54
Part 84 - Returning to cover controller with some animation adjustments
10:32
Part 85 - Fixing the emerge left animation and refitting the animations
14:05
Part 86 - Fixing a bit on the cover and hide animaiton transitions
15:19
Part 87 - Making the cover and emerge controller for firstperson
17:59
Part 88 - Making the 2d aimoffset while emerged
13:32
Part 89 - Implementing the 2d aimoffset and ironsight in cover
17:38
Part 90 - Restricting camera movement in emerged state and fixing some aiming bug
8:47
Part 91 - Just an update on this project and the next coming videos
12:17
Part 92 - Howto characterize the UE4 Mannequin in MotionBuilder
13:46
Part 93 - Howto get an animation from UE4 into MotionBuilder
14:42
Part 94 - Howto bring in a rifle and constrain to the UE4 Mannequin in MotionBuilder
24:13
Part 95 - Howto adjust an Animation from Mixamo in MotionBuilder
11:54
Part 96 - Howto mix two animations from Mixamo in MotionBuilder
28:22
Part 97 - How to make a crouch cover Rifle left animation in MotionBuilder
Part 98 - Setting up locomotion statemachine for the cover crouch rifle animations
17:32
Part 99 - Peeking over cover quick and dirty approach