Hi, i’m planning to do an Arena FPS movement based (double jumps, wall run, fast paced…) in multiplayer. I’m asking for your knowledge here.
What is the fastest and most easiest way :
Starting the project with a True First Person Camera on the mesh of a Third Person Character. Meaning i’ll only need to add and edit the animations once, and it will fit for the FPS view, but will probably require much more work to be properly implemented for an fps game.
Starting the project with a First Person Camera without Third Person Character, then adding that Third Person Character to follow the animations of the movement and camera externaly from the First Person View.
In both possibilities, i’m considering the True First Person view (view of the body from FPCamera), the animations for all movements, and the assets of customizable guns. Of course, there is the replication too, but I don’t know too much about it atm.
Hey… It doesn’t really matter whether you create the project from the FPS or TPS template, the only real difference between the projects that are created is the default camera it uses for your player controller, but the chances are you’ll probably modify that camera or create you’re own at some point… You’ll also need to add the animated characters at some point, so no use bodging the project to get a quick start then hacking it later to add what you originally wanted…
Start with the template that best matches the final look that you are going for and build up slowly…
The starter templates are quite similar, honestly. Compared to the work of building an actual game, the work of modifying one of the templates to look like the other is tiny. All the templates do is show you how a GameMode can configure a PlayerController and a Pawn/Character and do some animation to make it move. View them as the barest possible sketches to show the first step of using the game play framework; they are by no means any fundamental differences between them.
You might even want to add both templates to one project, pick them both apart, and then build your third GameMode, PlayerController, and Character, to fit your game better. That’s what I would do. To build the game you want, you might want to spend some time picking apart and learning both of the setups, so you understand how they work, before you actually start on the game you really want to make.
One of the bigger problems with the starter projects is that they put the control input logic in the Pawn/Character, not in the PlayerController. This will not work well for multiplayer. Thus, no matter which template you start with, you will have to move all the input decode logic into the player controller class, and “steer” the character class from the controller.
Hello @Epoqxx
To solve this problem, we're developing the V8 Super Cam - True First Person Dynamic Action Camera System. V8 Super Cam was designed specifically to handle smooth transitions between multiple FP and TP perspectives, using True First Person as the default view. We elected to use **Third Person Character with Camera mounted to Head bone **Method. Our Research led us to conclude the advantages of using this method are:
Reduces memory footprint requiring a single skeletal mesh for Character,& Weapons
Uses a single set of Animations for Players and Bots, which simplifies management and reduces the amount of code to manage two sets (FP and TP) of animations for both Single Player and Multiplayer…
Greater variety of Third Person Animations in Marketplace for use in First Person Perspective.
Use basic Camera Manipulation to compensate for In-Front-of-Player Animations like Reloading.
Simplify Subsystems to Customize Characters and Weapons.