How to create a shadow function?

How do I create a shadow function?
This function is a copy of the player that appears after one playthrough, and then repeats the player’s movements that were in the last playthrough.

Is this what are you looking for?

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Not really, it’s more likely then not a repeat, but a clone, I’ll try to find a video with this function
In other words, I want to create a clone of the player after the first playthrough, which repeats all the moves from the previous run.

I think it is the same…
With Replay System you record the player movement them you play it whennever you want

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If this is the case, then please excuse me, but how do I make them so that the recording runs at the moment when you also pass?

You can use several methods.
-Collision Volumen
-Line trace

Depend what you want to do

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Well, I want it to be without a collision and just repeat your movements from the last race, I do not know what else to say

The collision can be a “overlapping” XD
You don’t have too mucho to choice… collision, overlap, line trace… i think thre is not more things XD

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Do I need to use Line Trace?

If the car is a IA you can choice AIPercepcion too… is other option

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I’m sorry, but I’m already confused about which option to choose.

-APercepcion can see, can feel, can hear
-Line trace only works on a straight line

I would choose the volume… It’s the simplest thing (overlaping)

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so collision volume?

better if you can attach it to the car

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Okay, I’ll start slowly then

Ok, hit it hard!!

And how do I make it so that I play not for the spectator, but for the same player who passed for the first time?

I don’t know…
Open other quiestion for the specific problem

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A simple/naive method would be to record player positions in an array of vectors, then play them back by interpolating the positions in a ghost pawn.

For a car game this should be enough, or if you don’t need the full detail of character movement abilities and animations.

If you need more detail in the ghost, personally I’d look into making a custom Character movement component to override one of the ServerMove functions, don’t change the behavior but just store the payloads into an array to record everything. Then you can make a ghost character that plays back all the recorded moves.

The replay system may also be a solid alternative. The Memory streamer is designed to replay stuff directly in the live session. According to docs it uses static/dynamic levels distinction to figure out what to keep (geometry) and what to hide and duplicate to replay. It might be possible hook into these mechanisms, and change it to record only a single character and replay it in the current world.

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