Procedural Animation Framework

MarcusDev - 2월 20, 2021

A complete framework for creating procedural motion written in C++. Fully customizable with 15+ base variables and curves to modify and fine tune. Perfect for crawl like creatures or monsters in games.

  • 지원 플랫폼
  • 지원 엔진 버전
  • 다운로드 유형
    엔진 플러그인
    이 제품은 코드 플러그인과 함께 미리 빌드한 바이너리와 언리얼 엔진에 통합되는 모든 소스 코드를 포함하고 있으며 원하시는 엔진 버전에 설치하여 프로젝트에 따라 활성화할 수 있습니다.



Executable Demo

Tutorial (coming soon)

Create controlled or AI procedural animated creatures that can climb walls and have unlimited with legs.

Save hours of coding and testing and you will only use minutes to get it running with a fully documented paper and video tutorials.

This framework allows you to use custom meshes for both legs and body and with only 3 components you can get it procedural animated either controlled or make it move itself. It will also handle IK and body alignment based on legs terrain positioning or climbing on walls / roofs.

기술적 세부사항

Included Components:

  • ProceduralMovementComponent - a simple movement component for pawns that also detects future trajectory to stop movement over edges (you do not have to use this, you can use your own or epic movement component)
  • ProceduralBodyComponent - aligns body based on legs IK, traces for climbing and sets the body height based on ground.
  • ProceduralLegComponent - handle the legs positions, traces and IK as well as speed, amplitude, restore distance and more. Customizable with values and curves.


  • IK support for multiple legs and a edge detection system for pawn.
  • Multiple examples of spiders using the procedural animation framework.
  • Climbing
  • Fully documented.

Code Modules:

  •  ProceduralAnimationFramework (Runtime)

Number of Blueprints: 6 npc example creatures, 1 controlled example creature

Number of C++ Classes: 3 Components, 1 Anim Instance

Network Replicated: (No)

Supported Development Platforms: Windows 32/64, MacOS, Linux

Supported Target Build Platforms: Windows 32/64, Xbox One, PS4, Switch, MacOS

Documentation: Link