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    #76
    well, logged into github and still the https://github.com/EpicGames/UnrealEngine/pull/1773 gives a 404... weird.

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      #77
      I'm updating my original 4.7 character subclass (that was never shared) to 4.11.1, with additional adapted code that includes replication (network code).
      The intention is to share this to avoid a full compilation of the engine, as you would just copy my code to your new or existing C++ based project.
      This also might help Epic for testing functionality, if the arbitrary gravity is really implemented in the engine.
      Ninja Character Code Plugin
      Visual Studio snippets for UE4
      ---------- ---------- ---------- ----------
      SonicGDK / Ashura: Dark Reign
      Heaven of Relics / Relic Madness

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        #78
        Originally posted by malahmen View Post
        well, logged into github and still the https://github.com/EpicGames/UnrealEngine/pull/1773 gives a 404... weird.
        You have to have a github account and request access to the EpicGames repo.

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          #79
          Excuse me but how do you do this please? How do you request access to the EpicGames repo? Its probably a daft question but would really like to know

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            #80
            I'm updating to 4.11 version and got it working, but seems like I got some issues with the movement replication (sometimes I got an offset between the client character position and the server character position).

            Is there any better implementation or some information about when epic will add this feature on the release branch?

            I will try to fix the replication problems, but I leave here the cpp and h if someone wants to use it or help me.

            cpp: https://drive.google.com/open?id=0B2...zBfSHlPakhpeXc
            h: https://drive.google.com/open?id=0B2...WJla1BORDRfM3c

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              #81
              Originally posted by Davixe View Post
              I'm updating to 4.11 version and got it working, but seems like I got some issues with the movement replication (sometimes I got an offset between the client character position and the server character position).

              Is there any better implementation or some information about when epic will add this feature on the release branch?

              I will try to fix the replication problems, but I leave here the cpp and h if someone wants to use it or help me.
              What can I do to reproduce your replication problems?
              Ninja Character Code Plugin
              Visual Studio snippets for UE4
              ---------- ---------- ---------- ----------
              SonicGDK / Ashura: Dark Reign
              Heaven of Relics / Relic Madness

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                #82
                So it seems that this is not implemented into the current version of 4.11 UE4 "Vanilla"?
                What's the update on this project?
                -Josh Steinhauer ~ HERO ~ My Blog ~ My Twitter

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                  #83
                  Epic's integration is stalled and it's not a good idea to use this oooold code without fixes.

                  But don't fret, my shiny new subclass will be ready to use in the coming weeks.
                  Ninja Character Code Plugin
                  Visual Studio snippets for UE4
                  ---------- ---------- ---------- ----------
                  SonicGDK / Ashura: Dark Reign
                  Heaven of Relics / Relic Madness

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                    #84
                    Originally posted by Xaklse View Post
                    What can I do to reproduce your replication problems?
                    This happens with the network smoothing mode on exponential, with network smoothing mode disabled everything is ok.

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                      #85
                      Originally posted by Xaklse View Post
                      But don't fret, my shiny new subclass will be ready to use in the coming weeks.
                      Super Excited for this!! Is there any idea of when this'll be a thing?
                      Last edited by joshcamas; 06-04-2016, 05:20 PM.
                      -Josh Steinhauer ~ HERO ~ My Blog ~ My Twitter

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                        #86
                        Originally posted by Davixe View Post
                        This happens with the network smoothing mode on exponential, with network smoothing mode disabled everything is ok.
                        I have no issues with that.

                        Originally posted by joshcamas View Post
                        Super Excited for this!! Is there any idea of when this'll be a thing?
                        Sooner than later, presently adapting the code that already worked to 4.12.2.
                        Ninja Character Code Plugin
                        Visual Studio snippets for UE4
                        ---------- ---------- ---------- ----------
                        SonicGDK / Ashura: Dark Reign
                        Heaven of Relics / Relic Madness

                        Comment


                          #87
                          Originally posted by Xaklse View Post
                          Sooner than later, presently adapting the code that already worked to 4.12.2.
                          I took a pass recently at integrating the version a user posted on GitHub that worked against 4.11 (https://github.com/EpicGames/UnrealEngine/pull/1773), which also included arbitrary gravity for the engine in general.

                          I had to fix a number of issues along the way, including some code that still had hardcoded Z=down assumptions, but overall it looked good. I did get it working but there is a ways to go, in terms of testing, cleanup, and performance. Some backwards compatibility also needs to be addressed.

                          I'm not sure if it will make the next release, it's possible it could where Z=up behavior is unchanged and supported, and the other orientations are working but still considered rough and "experimental".

                          -Zak
                          Zak Middleton
                          Sr. Engine Programmer, Epic Games

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                            #88
                            Originally posted by Zak M View Post
                            I took a pass recently at integrating the version a user posted on GitHub that worked against 4.11 (https://github.com/EpicGames/UnrealEngine/pull/1773), which also included arbitrary gravity for the engine in general.

                            I had to fix a number of issues along the way, including some code that still had hardcoded Z=down assumptions, but overall it looked good. I did get it working but there is a ways to go, in terms of testing, cleanup, and performance. Some backwards compatibility also needs to be addressed.

                            I'm not sure if it will make the next release, it's possible it could where Z=up behavior is unchanged and supported, and the other orientations are working but still considered rough and "experimental".

                            -Zak
                            That's good news! How can I help you? I have new code here but, it may be too late to provide it? Is your current integration in Master branch of the engine?
                            Ninja Character Code Plugin
                            Visual Studio snippets for UE4
                            ---------- ---------- ---------- ----------
                            SonicGDK / Ashura: Dark Reign
                            Heaven of Relics / Relic Madness

                            Comment


                              #89
                              Originally posted by Xaklse View Post
                              That's good news! How can I help you? I have new code here but, it may be too late to provide it? Is your current integration in Master branch of the engine?
                              It's in a separate dev stream right now, so not in Master quite yet. I'm having QA go over the changes this week, and still working on cleaning things up and testing. It will make it to master once we are confident that current standard behavior is unaffected and perf is minimally impacted.

                              The PR 1773 has some comments I made recently about some code I had questions on, you could add comments there as well. Ideally once code is in Master you could commit PRs to fix/add features. However I'm open to suggestions. It may be a few weeks until that point.
                              Zak Middleton
                              Sr. Engine Programmer, Epic Games

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                                #90
                                That's awesome news Zak, very cool to see this go into the engine. I don't even know of any other out-of-box engines that support non-Z-down gravity!
                                Storyteller - An immersive VR audiobook player

                                Dungeon Survival - WIP First person dungeon crawler with a focus on survival and environmental gameplay ala roguelikes

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