What is the current state of Async movement when controlling a character on a moving platform? We have tried experimenting with this in UE5.6, with Chaos Mover driving the Player and the Moving platform running the PathFollowing backend. This didn’t produce the results we expected - The Player appears to move at roughly double the velocity of the platform, and they end up falling off.
Is there any way of testing out the rope bridge example, demonstrated in the 2024 UEFest Presentation, for ourselves? We can’t find this in the example content. Would be nice to investigate how this was achieved.
If you are able to access the latest version of ChaosMover you can use the pathed movement modes in there and they should work. There was a recent bug in there that sounds a bit like what you’re describing, but that has been fixed. There is an example of that in the MoverExamples plugin.
The rope bridge was just some dynamic bodies connected together with constraints and was just set up using the regular physics components, so it shouldn’t require any mover setup. The only thing would be to make sure the actors are set to replicate movement using the predicted interpolation mode if you want it to be networked
I’m currently evaluating the Chaos Mover plugin to see if it can be used in a project of mine, and the issue that the original poster mentioned above appears to still be present.
I am in UE5.6.1, within the Content Examples project, I have added the Chaos Mover and Mover Samples plugins. When ChaosMannyPawn is standing on a moving surface, the pawn moves at what appears to be 2x the velocity of the surface.
Also, may I ask for your opinion on the current state of the Chaos Mover plugin and if it’s currently being used in any production projects? It appears that it has not been updated for 6 months and that concerns me regarding whether I should continue exploring it or not.