Hello.
I’m developing an FPS game with FP and TP mesh for a third-person camera.
The Mesh FP, only the owner sees it.
TP the other players.
I looked for some solutions on the internet and found some:
-
Capsule component adjustment: I don’t think this is the best alternative because when the player doesn’t have weapons in hand, no matter how much we code something modular based on the weapon he has, the collision on the character’s back will always be large.
-
Dynamic Materials:
It solves the flicking problem and is always on the player’s screen (FP Mesh), but the arm continues to cross the TP mesh for other players. -
Retracted arm: It’s good, but it’s not the solution I’m looking for for my game design.
So there’s a question… What’s the best way to make this correction, leaving something similar to Apex Legends and CS (Weapons don’t cross and players can climb onto players)?
Unreal’s Capsule component is so useful, but I’m not seeing any way out other than trying to create something in C++.
Any help, idea or opinion is greatly appreciated.