Detailed description of included locomotion/combat features could be found at my Behance page:
https://www.behance.net/gallery/108725255/Locomotion-Sword-Combat-Technical-Animation-Demo
State Machine:
Orient Based Locomotion:
- Idle & Aim Offsets
- Walking, Jogging, Running, Sprinting Cycles, Turns
- Starts & Turns in place
- Stops
Strafe Locomotion
Jumps
Equip/Unequip Weapon
Anim Dynamics
Battle System:
Melee Hit Combo
Directional Attacks
Long-Range Attack & Dodge
Hit Reactions
Quick Overview of NPC
short videos playlist:
https://www.youtube.com/playlist?list=PL2OG7vVACTCt6c9wSCqsBKiWGScguGC0b
Model: https://www.gameanim.com/product/azri-rig/
You can play the demo on your PC by downloading the archive by this link: https://drive.google.com/file/d/1XFWy...
This is a project I've been working on for a while - advanced locomotion inside Unreal Engine + battle system with the enemy prototype. The project is root-motion based, 97% of main character animations are pure keyframe, but hit reactions/deaths and the NPC animations are I've made with a Mixamo mocap.
My Contacts:
Vyacheslav Borovik - Technical Animator, Kraków
behance.net/borovikmotion
linkedin.com/in/borovikmotion
Full video
Idles & AO
Movement
starts & turns in place
Stops
Strafes

Movement input is a direction vector decomposed into two axes:
https://blueprintue.com/blueprint/gooo_2la/
Jumps

Blend conditions are isInAir? bool extracted from a character movement component and inJump? bool which is set after Jump input, pretty standard stuff: https://blueprintue.com/blueprint/-dxyifih/
Equip / Unequip
Combat System
Melee Hit combo
Directional Attacks
Long Range Attacks
Hit Reactions
NPC