Hey everyone,
the first update is out! With it comes a new Getting Started tutorial series:
New Features
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Character can now collide with world geometry while moving in zones.
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Dynamic moving zones are supported now.
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Custom context menu for zones to manage supported characters
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Custom editor tools for manual transition creation and configuration
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Transitions are now almost completely driven by AnimMontages:
- Animation correction now works by using a native AnimNotifyState that automatically extracts root motion and adds compensation for transition offsets.
- Transition correction alpha is now extracted from anim curves of the montage.
- Transition correction can now override root motion completely instead of only adjusting it.
- Created native AnimNotifys that can invoke character modifiers and apply the transition zone
- Changing the play rate of a montage changes the speed of the transition.
Improvements
- Portals can now have a fixed orientation instead of always facing the player.
- Transition components now have a visualizer so they no longer use arrow components to show transitions.
- Transitions created by build modules are now as persistent as possible. If a transition is changed the component stays the same instead of removing it and creating a new component. The transition's life cycle is now handled natively to survive construction script calls.
- Dynamic transitions can be toggled active/inactive by a flag now.
- Grabbing a ledge from falling no longer snaps but is interpolated smoothly.
- Added configurable flags on a character to enable/disable entering zones automatically from hits or overlaps.
- Adding input vector no longer requires two function calls for local and global, now there is one to set both. This function is also no longer mandatory and the user can set the movement vector any way they want.
- Weapons can now be configured to make the character look at target locks or not.
- Added grapple pose for the character when using grappling hook to go to ledges.
- Removed a lot of transition actions while retaining all movement options due to the new AnimMontage system.
- Setting a zone for a character no longer automatically snaps the character to it, this is now configurable by a parameter.
- Zone movement properties (like max ledge speed, offset, etc.) are now part of the movement component and no longer inside the movement capability struct making them easily adjustable by the user at runtime.
Bugfixes
- Targeting camera mode is no longer stuck when quickly changing weapons.
- Secret Agent character can now die even when crouched.
- Action Adventure character no longer gets stuck on ledges.
- Character can now enter other zones after letting go of the zip line.
- FaceRotation no longer resets the character's rotation while doing a transition.
- AnimMontages with root motion now play correctly when using wall walking.
@Hevedy: I have to admit I haven’t checked since the release since I was busy with other things. Do you have a linke to a code project?
greetings,
FTC