Feedback: Mover 2.0 and Character Movement Component plea

Thanks for the mention, acknowledgement, and link to the thread. This is a very detailed thread and you have brought out some interesting points. And like you said, if you can’t get moving platforms to work accurately what hope is there to make a whole and real game? Considering what a huge part they play in games overall.

Since we are on the subject of the ole infamous “moving wall”. Most of my time in Unreal now is spent on my Beat Em Up template, right now I am trying to fine tune camera movement after you defeat a group of enemies and the “notifier” appears (the ole flashing pointing hand that goes with Beat Em Ups like mirrors and an automobile) that indicates it is time to move on. If all players are in the left half of the screen, then you just add camera offset when they reach half way. But if any are over that half at the time of the notifier it becomes a bit trickier it seems. But what to do about players that have “fell behind” and are close to the back wall? For testing I did nothing, and simply let them be “dragged a long” by the lead player. And there it was…again…in all of its herky jerky frustrating glory…the moving wall had returned!!! I was like “Oh my God…no…not again.” lol thinking that was a battle that was behind me, I actually had to dig up that reactive capsule thread again and use that same solution hahahah.

When you said “accurately update collisions” that seems to be the most logical answer. It seems that for horizontal pushes (vertical seems alright) that it’s not detecting until the wall penetrates and touches the center of the capsules. Depending upon the speed of the horizontal wall this results in jerky movement of different rates. And it looks horrible.

About nothing being “officially” done about it. - It is odd that this exist in both Unreal 4 and 5 and there has not been any official comment on it to my knowledge. At times leading me to wonder if this is some kind of test in itself…maybe like a sorority hazing thing or the fictional un winnable Kobayashi Maru test that can not be won. As if it is not about winning or losing but how you played the game. How that we personally dealt with it. And there is something in that that takes it back to the arcades (early arcades)for me, you couldn’t “win” those games, but it was just about playing the game, how well you did that day, how far you got. I suppose just the thrill of playing. And then if you were lucky, you got to put your initials in and feel like a million dollars. When really no one cared lol, but I guess as kids, we cared. Today the “leaderboard” and just general thrill of the game in modern multiplayer FPSer seems to feel the closest thing the arcades to me imo.

That what you showed about the jumping and striking an inclined surface and being jettisoned based on holding down the jump input. That is a bridge I haven’t crossed yet, I did not know that. And a few of the other things also about the hemispheres of the capsule not being detected, didn’t realize that either.

At this point I imagine neither Unreal 4 or 5 will get these needed fixes. But I guess there is hope there for Unreal 6 to address all this.

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