Need experienced UE4 programmer! Fun multiplayer game!

Assuming updated graphics, physics, etc using UE4, I can visualize Trigger_Hurt being Fun and competitive. I can easily imagine Wall Running, Rag Doll Acrobatics, GunKata, Elbow & Foot Guns, and Multi Weapon Control. These are the type of Hyper Active competitive games I think are perfect for the Cash Tournament Monetization Model (and I would be interested in this, if its using such a model).

For most of the Talents Required listed there is plenty of BPs and Examples available, respectively: Combo System, [Time Dilation BP Node](http://Set Global Time Dilation), UE4 Networking, Adding modding Support to your UE4 Project. As far as I know UE4 Time Dilation works properly in multiplayer, slow mo for the player activating it, but, a speed boost for that player to onlookers. In most multiplayer games ‘bullet time’ is a power up that is charged up or activated manually.

It sounds to me like your really in need of experienced Character Animator/UE4 Animation System User and Coder. There are some major enhancements to the animation systems in UE4 4.13+. Unfortunately, I’m not experienced 3D Animator, although I have been gearing up for a in-house Markerless Mocap Animation Studio. Did you do the Character Animation in Double Action: Boogaloo. If so, have you worked with mocap data?

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Assuming updated graphics, physics, etc using UE4, I can visualize Trigger_Hurt being Fun and competitive. I can easily imagine Wall Running, Rag Doll Acrobatics, GunKata, Elbow & Foot Guns, and Multi Weapon Control. These are the type of Hyper Active competitive games I think are perfect for the Cash Tournament Monetization Model (and I would be interested in this, if its using such a model).

For most of the Talents Required listed there is plenty of BPs and Examples available, respectively: Combo System, [Time Dilation BP Node](http://Set Global Time Dilation), UE4 Networking, Adding modding Support to your UE4 Project. As far as I know UE4 Time Dilation works properly in multiplayer, slow mo for the player activating it, but, a speed boost for that player to onlookers. In most multiplayer games ‘bullet time’ is a power up that is charged up or activated manually.

It sounds to me like your really in need of experienced Character Animator/UE4 Animation System User and Coder. There are some major enhancements to the animation systems in UE4 4.13+. Unfortunately, I’m not experienced 3D Animator, although I have been gearing up for a in-house Markerless Mocap Animation Studio. Did you do the Character Animation in Double Action: Boogaloo. If so, have you worked with mocap data?

Hello, sorry about late reply holidays and such. Trigger_Hurt will definitely be fun and competitive, and could fit into a type of tournament based game sure, not sure exactly if I would follow that monetization model though. I have most of the talent covered for the game, animator, coders, artists, and I am sticking to buying assets for now. I could probably use a UE4 Animation System User though. We didn’t use any mocap for DAB, I haven’t messed with mocap data either, although I feel mocap animations wouldn’t really work out that well for many of the stunts.

So are you a programmer then? I could still use another experienced UE4 coder.