Animation Framework
Hyper’s locomotion system is based on techniques from Epic’s Lyra Starter Game, with an implementation intended to work in Blueprint-only projects. For...
Documentation category
Locomotion is the feel layer of the character. It is where movement, animation, skeletal meshes, pose sharing, and character presentation need to agree with each other. A system can be technically correct and still feel wrong if the character does not move, pose, or animate cleanly.
Related setup: Set Up Your Own Character.
Hyper’s locomotion system is based on techniques from Epic’s Lyra Starter Game, with an implementation intended to work in Blueprint-only projects. For...
The Extended Movement Component encapsulates character input handling, movement features, camera handling, and animation-related support. It is designed to be attached to...
Leader posing lets a character equip and swap skeletal mesh parts while keeping all parts driven by the same pose. This is...
Hyper character frameworks support custom skeletal meshes through child mesh setups, Copy Pose From Mesh, and Leader Pose workflows. Use the approach...
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