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

The Animation State Machine: Separating ground locomotion from the 3-stage jump loop (Jump_Start/Jump_Idle/Jump_End).
Transition logic: Entering the jump via the Jumping boolean check, and returning to ground locomotion once Jumping is NOT true.
19/08/2026