Update

 

I updated it with  a weighted landing impact effect whenever the character hits the ground. Upon landing, the system triggers a land recovery animation alongside a camera shake to give the impact immediate visual weight. To simulate the momentum loss from falling, it temporarily drops the character's movement speed to a fraction of its normal pace (30 units/sec) during a brief 0.4-second recovery window before restoring full locomotion speed (300 units/sec).

26/08/2026

Locomotion State Machine & Blend Space Setup in UE5

I’ve been setting up the core movement and animation blending for this character in UE5. Blending seamlessly from Idle to Walk to Run based on character speed (0–600 units). I then linked this locomotion state into a modular Jump state machine split into three phases: Jump_Start, Jump_Idle, and Jump_End. Since this is a work in progress, there’s still  foot sliding during velocity transitions that needs fine-tuning, but the core logic and responsiveness are locked in. Check out the setup, animations and gameplay preview below!

Locomotion & Blend Space

Configuring ground movement in ABS_Bloater (Hope you get that reference) across a 0–600 speed range, driven directly by character velocity.

State Machine Structure

The Animation State Machine: Separating ground locomotion from the 3-stage jump loop (Jump_Start/Jump_Idle/Jump_End).

Transition Rules

Transition logic: Entering the jump via the Jumping boolean check, and returning to ground locomotion once Jumping is NOT true.

19/08/2026