I think what they’re getting at is that rather than having someone e-mail you for your information on an individual bases, you could post what you have here and future readers would also be helped by it, which is the purpose of these forums.
This seems the solution? Quoted from the marketplace page
Hello everyone,
I’m trying to find out how I disabled the foot correction and I was hoping for some advice.
First a small video showing what’s supposed to happen.
Now a video showing what my character is doing.
It almost seems as though I’ve managed to disable the foot correction altogether. I haven’t changed the mesh or done anything with the IK system. Any ideas on where to look for fixing this issue?
I read somewhere that you were going to overhaul your code base to improve this asset. As a customer, I wanted to draw your attention to this upcoming stream which might prove to be useful
Exactly. Sorry if I came across a bit harsh.
I’m having issues with this as well It seems to ragdoll on the server and for other clients, but for the owning client it sends the pawn flying into the air, any ideas on whats going on?
Kia ora
Sorry bout the repost but still needing help
I’m slowly getting to know what I’m doing. I would like to put the scroll wheel into use so I can use it as a zoom on the char, either from third to first along with the key
press or just as a limited method to change the camera distance for when the Char is in buildings to limit camera clipping or in some case’s where you loose sight of the char all together because of a wall. I’m thinking something like the Skyrim controller can scroll in and out to some degree in thrid person
Is this possible with your setup
I’m still not able to figure out why the foot correction is gone. Does anyone at least know where this part is located? For instance if I wanted to disable it, where would I go to do that?
Ahoy! i’ve been using this system and have been very happy with it for almost a year now, one thing I’m trying to figure out:
Does anyone know how to limit rotating the character’s head only when the camera angle is facing the forward 180 degrees? Aka when facing the character with the camera, have the head snap back to looking straight forward and not rotating with the camera?
Kia ora
Seems like this thread is dead another seller gone? anyway I have 4.19 and I get screens of this when I run the game.
How do I fix this or is it an update to 4.19 thats needed?
Just checked out the newly released V3. I’m not sure if it’s a problem with 4.19.2 issue or not but when playing the level I get momentary freezes, when I unfreeze it appears the camera kept moving as it snaps to a new view. I don’t have this problem running V2’s demo level on 4.17
I have the same problem. The developer doesnt seem active on this thread though. Go to his discord. The link is in the new test map on the wall.
**Advanced locomotion V3 Bug
hello all recently I have used the new version of locomotion v3
I think it’s fantastic
but I have had a big problem
all the characters that I have imported
they have this strange deformity
however I’m using the epic bone structure
Am I missing some step?**
[USER=“649824”]jonathan light[/USER]
Did you import the mesh and then assign/reassign it to the actual als skeleton? I would try changing the retargeting options from “animation” to “skeleton” on some of those bones in that area to see what effect it has.
I tried the pack with a few meshes and it seemed okay by just importing them in and just assigning to als skeleton instead of its own.
UE4 4.19 fresh Project doesnt run in standalone mode? get a black screen then a crash.
Edit: Tested, it works fine on a packaged project, odd that its not working on a standalone test…
if I tried
I would like a video of your solution if it were possible
I would be very grateful
Did you try a method similar to this? What kind of character are you using? Is it from Character Creator? Maybe that particular mesh is skinned wrong or something idk,
So we’re now working with this as its amazing!
Could you give us a hint on how we could convert this to always look at the mouse position for a top down style game?
I was thinking we need to get the Look rotation and Character rotation arrow to rotate with the mouse?
Could anyone provide any help? Thanks!
Can someone please link the documentation, I can’t find it anywhere !?!
This networking code is convoluted and an unnecessary waste of bandwidth. You don’t need to use any multicasts and you shouldn’t - those are used for time critical events and most certainly never for cosmetics. The animation is based on what the character is doing, that’s already communicated, you don’t need to replicate the animation states - they’re derived already!
The netcode also doesn’t work - test it with latency, it’ll get corrected constantly.
You don’t replicate movement input either, it’s already done from CMC via Acceleration. There’s no reason to replicate any rotations either, again it’s already done. “Base Aim Rotation” is your friend.
I love the rest of the work, though. Let me help you with the replication –
Fixing the replication issues
Does not include ragdoll or input events
- Remove replication from every replicated variable
- Remove every instance of “Is Locally Controlled” and “IsNetworked” and allow all to run the code (except from the debug nodes)
- Remove every RPC call to server
- Switch: Set Looking Rotation should be changed from Get Control Rotation to Get Base Aim Rotation and it should be normalized (eg: https://i.imgur.com/K5wM8ui.png ) alternatively you can feed it through Delta (Rotator) and leave input B empty, it normalizes it (just looks ugly and newbies might delete it thinking it does nothing).
- Switch getters for Character Rotation to Get Actor Rotation anywhere it’s being used for computations (not for setting actual rotation, etc) - just consider it carefully and you’ll be fine. If you don’t, simulated proxies will jitter when rotating.
- Switch: Set Movement Input from Character Movement -> Get Last Input Vector to Character Movement -> Get Current Acceleration -> Normalize ( https://i.imgur.com/O5P5OgO.png )
Remaining issue: The Custom Acceleration graph desyncs at higher latency
Result: Nothing is replicated, nothing is RPCd. Meaning you save all that bandwidth. And it works just the same. Why does this work? Because CMC already replicates all this stuff for you!
Thanks so much for your hard work
Edit: As for the ragdoll, I haven’t taken much of a look at it. If you had a ton of players ragdolling all over the place you might want to simply replicate the location instead of multicasting it (you may have to temporarily raise the net update rate)