This project showcases my in-depth implementation of an Advanced Locomotion System, taking cues from Unreal Engine's Lyra Starter Game and pushing it further toward AAA animation standards
I rebuilt the movement and animation framework from the ground up, focusing on responsiveness, visual fidelity, and performance optimization, all while utilizing modern Unreal Engine features.
Multi-layered Animation via Linked Anim Graphs
Leveraged Linked Animation Interfaces to separate logic across multiple layers (base locomotion, weapon pose, additive overlays) to achieve clean modularity and reuse across characters.
Thread-Safe Blueprint Update System
Created optimized logic pipelines using thread-safe Blueprint updates to handle data-driven systems like movement state changes and gameplay effects without compromising performance.
Property Access Nodes
Implemented Property Access for efficient and readable animation graph scripting, drastically reducing overhead from getter function calls in Blueprint.
Nested State Machines
Developed nested state machine structures to handle complex behaviors such as transitioning between grounded, airborne, crouching, pivoting, and turning-in-place states fluidly.
The goal of this project was to go beyond basic movement mechanics by creating a responsive, scalable, and visually immersive locomotion framework—the kind used in modern AAA productions. Every movement is context-aware and synced across systems, from footstep audio to animation montages and UI feedback.
From additive motion blending, pivot turns, and jump sync groups to modular pickup systems and firearm mechanics, the foundation I’ve built is not just functional—it’s designed to scale.