The recording here is a sample of an Unreal Engine 5 experiment, to develop and implement souls-like mechanics in a 3rd person environment, in an effort to expand my understanding UE5 and 3D games.
Key features I implemented:
- Dodging and slashing
- Hitboxes have been left visible to give a sense of them
- "Lock-on" mechanic that switches the player to strafing animations.
- Two enemy types, one basic, and one larger with more health and stronger attacks.
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Other notes and tools used:
- UE5, all development done personally in UE blueprints and C++.
- PC and NPC animations are Mixamo animations, rigged to the basic Unreal skeletons.
- Landscape heightmap created in Gaia 2.2, imported to UE5 and adjusted with UE5 Landscaping tools
- Landscape texture is a gradient of four textures, adjusted based on the slope of the heightmap.
- Other environment objects, grass, rocks, trees, placed using UE5's PCG tools with different specifications, deleting individual objects afterwards to create the look of a path for the player to follow.