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Kai Locomotion System

SirKai - Code Plugins - Dec 9, 2021

Animation Blueprint To Use With Different Animation packs (Distance , Rotation Matching)

  • Supported Platforms
  • Supported Engine Versions
    4.27
  • Download Type
    Engine Plugin
    This product contains a code plugin, complete with pre-built binaries and all its source code that integrates with Unreal Engine, which can be installed to an engine version of your choice then enabled on a per-project basis.

A Plug And Play Animation Blueprint That Supports 3 Gaits and different types of transitions.

4 Directional Loops, 4 Directional Starts , 4 Directional Stops are the required minimum transitions.

A Suite of function written in c++ in a function library that are helpful in building any animation system:

  • Functions to record important animations data (useful in any Animation Blueprint)
  • Functions to advance animation time in different ways (distance to and from target, play rate, remapping)

*Requires Control Rig Plugin To Be Activated

Technical Details

Features:

  •  Plug and Play Animation Blueprint
  •  Blueprint Library written in c++
  •  Foot Lock Transition Control Rig (Beta)
  • Animation Modifiers to extract, create, copy and edit animation curves

Code Modules:

  •  Kai_Locomotion [Runtime]

Number of Blueprints: 14

Number of C++ Classes: 2

Network Replicated: (Yes)

Supported Development Platforms: (Windows)

Supported Target Build Platforms: (Windows)

Documentation: PDF Documentation

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Important/Additional Notes: The System is still evolving with the plan being to add other locomotion methods (flying . swimming, climbing) , big update with a lot cleaner code in unreal engine 5 (using new engine animation blueprint features). And an automatic predictive feet IK .

Final Goal is to have a plug and play animation blueprint that provides movement in a quality that matches the amazing visual and sounds that can be created in ue5. Will use any tools available to accomplish it be it the in engine implementation of Motion Matching [ue5] or sticking to traditional state machines like it is currently whatever is best (price will probably go bit higher as more features get added).

Disclaimer : This Works Best When the Braking Deceleration In character movement component is set to a low value (i use 20-50) and a bit lower ground friction (I use 4-5), this help gives character more human like weight

*Requires Control Rig Plugin To Be Activated