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Unreal Engine 5 – Traversal Parkour System using Blueprints by Make A Real One, Braveior Studios

Unreal Engine 5 – Traversal Parkour System using Blueprints by Make A Real One, Braveior Studios

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Author:Make A Real One, Braveior Studios

Duration:12 hours

Release date:2025, November

Publisher:Udemy

Skill level:Beginner

Language:English

Exercise files:Not Provided

Software:Unreal Engine 5, Blender, Mixamo

Course URL:https://www.udemy.com/course/unreal-engine-53-building-a-traversal-parkour-system/

Build a complete traversal parkour system in Unreal Engine 5 using Blueprints, covering climbing, vaulting, mantling, and hopping with free Mixamo animations.

Build a traversal parkour system from scratch in Unreal Engine 5 using Blueprints. This course walks you through climbing, vaulting, mantling, and hopping mechanics, all powered by free Mixamo animations, Motion Warping, and Inverse Kinematics (IK). No C++ required.

🎯 What you’ll learn

  • Use sphere, line, capsule, and box traces to understand the environment.
  • Implement Motion Warping to dynamically move the character during animations.
  • Apply Inverse Kinematics (IK) for hand and foot placement on walls.
  • Manage states and actions with Gameplay Tags and Data Assets.
  • Integrate the traversal component into the Lyra sample game.

✅ Requirements

  • Skills: Basic knowledge of Unreal Engine and Blueprints.
  • Tools: Unreal Engine 5.3 or 5.4 pre-installed, Blender (optional for root bone).
  • Hardware: A gaming PC capable of running Unreal Engine 5.

📝 Description

This isn’t a pre-built asset pack. It’s a full workshop where you build a traversal parkour system step-by-step using Blueprints. You’ll start with a crash course on the core Unreal Engine concepts—traces, vectors, and helper functions—then jump straight into the system.

The course uses only free Mixamo animations. You’ll learn how to add a root bone in Blender, retarget them for Unreal Engine 5, and then use Motion Warping to make those animations snap to walls and ledges. Inverse Kinematics (IK) handles the fine details, dynamically placing hands and feet on uneven surfaces.

The real magic is in the grid scan logic. You’ll build a system that uses multiple trace types to measure walls, detect vaultable surfaces, and decide whether to climb, hop, or mantle. Everything is managed with Gameplay Tags and Data Assets, keeping the system clean and configurable.

There’s also a dedicated section on integrating the whole thing into the Lyra sample game, including weapon dropping and camera adjustments. By the end, you’ll have a solid foundation to build your own advanced traversal mechanics.

🧑‍🎓 Who this course is for

  • Beginner or intermediate Unreal Engine developers wanting to build complex gameplay systems.
  • Game developers looking to apply Blueprint features to create innovative movement mechanics.
  • Absolute beginners ready to research and do hands-on work to speed up their learning.
  • Developers who want to build their own reusable components for video game development.

🧑‍🏫 About the Author

Braveior Studios is run by Sreehari Parameswaran, a Senior Technical Product Architect and indie game developer with over 20 years of experience. He focuses on futuristic game development, the metaverse, and reusable frameworks for procedural content.

Make A Real One is a creator with 8 years of Unreal Engine knowledge, built on a strong foundation in programming and algorithm design. They also run a YouTube channel with educational content.

🏁 Final Result

  • A fully functional traversal parkour system with climbing, vaulting, mantling, and hopping mechanics.
  • A reusable Blueprint component that can be integrated into any third-person or Lyra project.
  • A solid understanding of traces, Motion Warping, IK, and Gameplay Tags for future projects.
Curriculum

📋 Course content

  1. Module 1: Unreal Engine Basics Workshop
    • Course Introduction1:39
    • Third Person Template3:27
    • Vector Movement & Helper Functions2:22
    • Sphere, Line, Capsule, Box Traces8:21
    • Reversing the Normal for Wall Rotation6:49
  2. Module 2: Animation Setup & Retargeting
    • Download Animations from Mixamo13:03
    • Adding Root Bone in Blender11:37
    • Auto-Retargeting for Unreal Engine 5.44:06
    • Motion Warping16:28
    • Inverse Kinematics0:58
  3. Module 3: Traversal System Core
    • Third Person Project Creation5:54
    • Gameplay Tags Setup3:11
    • Component Initialization11:16
    • Detect Wall Function10:04
    • Grid Scan Theory & Implementation2:05
  4. Module 4: Climbing Mechanics
    • Animation Montage Jump to Climb11:04
    • Climb State Machine6:48
    • Climb Movement & Input9:11
    • ABP Hand & Leg IK9:59
    • Character Drop & Falling Climb4:20
  5. Module 5: Advanced Actions
    • Validate Mantle Surface6:06
    • Animation Montage ClimbUp5:45
    • Horizontal & Vertical Hop Distance7:25
    • Animation Montage Hop – Braced & FreeHang16:45
    • Traversal Action Vault10:10
  6. Module 6: Lyra Integration
    • Lyra Project Creation4:58
    • Drop Weapon Ability3:09
    • Setup Animation Blueprint11:46
    • Character Class Changes7:32
    • Tag Relationship Mapping2:48
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