WixZ
(WixZ)
March 15, 2018, 1:01pm
96
Wobbleyheadedbob:
Looking good guys. Can’t wait to see the current state of it.
How did you handle the character movement whilst on the ship? Is there some custom “attachment handling” to stop the clients sliding around on the deck or does UE4’s native collision handling work for this?
I ask as I’ve been working on a similar concept and my initial implementation way back in 4.7.0 days had waay too much rubber-banding during networked tests. I ended up creating a very messy workaround where the internal and external perspectives of the ship were separated (see: Angels Fall First). Would love to pick your guys brains more on a few other topics.
Hey man,
We have migrated to a new project called Blazing Sails. It’s kind of the same concept of game but with a different execution and goal.
https://forums.unrealengine.com/community/work-in-progress/1374188-blazing-sails-multiplayer-pirate-action-game
The movement on board of the ships is actually done using pretty much all the basic Unreal movement and collision features. We’ve only tweaked a few things to reduce rubber banding / jittering. We are still working on it though, it’s not completely the way we want but for now it works well enough.