PixPoly
All videos

Building a AAA locomotion system in Unreal Engine 5: what the series covers

0:45

Convincing starts and stops, leaning through turns, quick turns, slopes, a full jump and feet anchored to the ground. Here is what the series builds, episode by episode, starting from an empty project.

Making a character move is easy. Making it move the way a studio game does is another matter: the start needs weight, the stop must not slide, the body has to lean into turns, and the quick turn has to be a real animation rather than an instant rotation. This series builds that system end to end, on a blank project.

What the series covers

  • Starts and stops, for natural transitions instead of a character skating around.
  • Lean: the character tilts dynamically left or right as it turns.
  • Quick-turn detection, firing a full animation when the player heads back the other way.
  • Slope, which pitches the body forward or back on climbs and descents.
  • The dynamic jump: take-off, apex, fall and landing, different depending on whether the character is running.
  • Foot placement, so the feet stay anchored to the ground whatever the terrain.

Every episode stands on its own. If you already have a locomotion system and only want to graft on quick turns or foot placement, the matching episode is enough.

The order of the episodes

EpisodeWhat it builds
Character BlueprintThe character, the camera, the controls and the jump.
Animation BlueprintIdle, start, cycle, stop — and animation syncing.
Quick turnDetecting the change of direction, and the pivot animation.
Lean & SlopeThe additive poses and the Blend Space that tilt the character.
JumpThe In Air State Machine, with apex, fall and landing.
Foot PlacementThe IK foot bones, and feet that hug the ground.
Thread SafeGoing multicore, once the system is complete.

The character and its animations are available to download, so the work goes into the system rather than into hunting for assets.