UE5 Animation Sample:

Custom Integration & Tuning

Level Design

QA Analysis

Kitbash

Engine: UE5.6

Mission Brief

This project focuses on integrating and refining third-party animation assets within a custom Unreal Engine 5.6 character controller. The primary objective is to seamlessly map animations to the player's input system while eliminating common visual artifacts, such as foot sliding and hovering, through precise root motion adjustments. This case study demonstrates the technical workflow required to achieve fluid, responsive, and grounded character locomotion.

Implemented third-party animation assets within the character controller framework. Adjusted root bone transforms and animation settings to resolve visual issues such as foot sliding and hovering, ensuring smooth locomotion.

BARRY YAYA BARRY YAYA BARRY YAYA

About

About

Barry Huang

Barry Huang

Game Design

Game Design

© 2025

© 2025

Create a free website with Framer, the website builder loved by startups, designers and agencies.