I’m wondering if anyone managed to implement special moves in unreal engine, in a way that it doesn’t bug out in multiplayer.
My game has a lot of special moves, dashes, arced jumps, knockbacks, etc. I want a way to control the movement of my character, not just add an impact force, then let physics handle it (in a very buggy way).
Until now I’ve been using RootMotionSources to handle these, and they worked perfectly. Easy to handle, very good control over movement, overall good experience. Except when the game starts lagging. The rollback-resimulation part of RMS seems very off, or maybe I am using it wrong. Would be cool if there were actual documentation about how to use this system.
I could further elaborate the problems I’m facing, if that helps.
Other technique I’ve heard about is implementing custom movement modes in my movement component. While technically it could work, the only implementations I’ve seen involved putting a lot of new variables into the FSavedMove struct. The problem with this approach is that I have a lot of custom movements. Almost every melee weapon has one, maybe too, also skills do have. The final game would include at least 20 special move. I wouldn’t want to shove in parameters for 20 moves into the FSavedMove struct. Not really ideal workflow.
Is there any other way to implement these? Also anybody have experience with implementing these kind of movements? What was your solution?
I can post videos about what kind of movements I want to achieve, if that helps.
Thank you in advance