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    [RELEASED] Parkour Movement System





    Marketplace Link: https://www.unrealengine.com/marketp...ovement-system



    The Parkour Movement System adds a host of new movement types to your game inspired by games like Titanfall and Mirrors Edge, the Parkour Movement System is ideal for games that want to give proper freedom of movement to the player. The system is trace based meaning it's fully dynamic so you dont need to add any extra volumes or actors to your level, you simply add the blueprint component to your character, link the required events and you are good to go!


    Features
    • Multiple Moves(Vaulting,Sliding, Wall Jumping, Horizontal and Vertical Wall Runs, Wall Climbing )
    • Easy-To-Use: Simply add the Blueprint Component to your character, link the two required events and you are all set to go
    • Customizeable:Every parameter and function has been organized and exposed, so changing anything regarding the moves ( Number of traces for the move, Min/Max height required etc ) is extremely easy to change and tweak to your like
    • Trace-Based:The system is fully dynamic ( the detection for each movement is done with traces against world geometry ) so you dont need extra actors or volumes in your level

    Media

    Overview Video:
























    Update 1 & 2

    *Fixed an issue where the mantle move would be performed if the player tried to walk off a platform
    *Organized the node arrangement of the Parkour Movement Component Event Graph
    *Added an Animation Template with the logic required for the parkour moves, open the included Animation Blueprint and plug in your own animations
    *The camera animations for each move can now be disabled / enabled, toggle on/off the bPlayCameraAnimation flag for each move that you want or dont want the camera animations to play for

    Update 3
    *Moves can be individually disabled / ignored ( i.e disable wall runs & vault, or only mantles etc )
    *The Player speed / momentum during a wall run is now kept even if he falls off the wall
    *Added Height Collision checks during the Sliding movement , If the player stops sliding and he cant go back to the normal height ( something above him ) He will go to the Crouched mode instead
    *The Third Person character mesh is now properly hidden by default


    Any feedback or features that you would like to see included are appreciated
    Last edited by alvarofer0020; 03-04-2019, 10:49 AM.
    Offering my Freelance Game Design ,Counselling and C++ Programming Skills!
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    Marketplace Assets
    Melee Tracing Plugin:https://forums.unrealengine.com/show...Tracing-Plugin
    Medieval Combat Starter Kit:https://forums.unrealengine.com/show...at-Starter-Kit
    Foliage To Blueprint:https://www.unrealengine.com/marketp...e-to-blueprint

    #2
    I am trying to create a simple game where my character can jump onto multiple platforms to try get to the top, a bit like a parkour game. However i cannot seem to be able to create a solid platform for the character to jump on. Please help! https://mybkexperience.me

    Comment


      #3
      I would check the collision on the platform , you could set it to block all, maybe also set the platform to static so it will not move.

      Comment


        #4
        Looks really usefull, please consider having an easy to implement animation system!

        Comment


          #5
          Originally posted by Pakyman View Post
          Looks really usefull, please consider having an easy to implement animation system!
          Thanks, i dont have the means to include pre-made animations with the system ,However thanks to the way its setup adding your own animations for each move is a process thats extremely easy, I can certainly add a template so you just plug your animations and thats it
          Offering my Freelance Game Design ,Counselling and C++ Programming Skills!
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          Medieval Combat Starter Kit:https://forums.unrealengine.com/show...at-Starter-Kit
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          Comment


            #6
            yes that was the point. Try to use an FSM-style approach so that you can easily bind animations to states.

            Comment


              #7
              is this asset complete and in the store?

              Comment


                #8
                Originally posted by xpgained View Post
                is this asset complete and in the store?
                The asset just got approved for release, so yes its available now
                Last edited by alvarofer0020; 12-07-2018, 11:19 AM.
                Offering my Freelance Game Design ,Counselling and C++ Programming Skills!
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                Marketplace Assets
                Melee Tracing Plugin:https://forums.unrealengine.com/show...Tracing-Plugin
                Medieval Combat Starter Kit:https://forums.unrealengine.com/show...at-Starter-Kit
                Foliage To Blueprint:https://www.unrealengine.com/marketp...e-to-blueprint

                Comment


                  #9
                  Hi,this looks great :-) +1 for ladder climbing and I would also suggest adding jump and grab ledge/climb up etc. Any news on network support? Thanks

                  Comment


                    #10
                    Thanks, also do you mean ledge movement? since climbing up ledges is alredy possible, its part of the wall climb move, As for replication support i got the translation of the movements to finally work on a networked game but theres still quite a bit of work left to make sure it works correctly across the rest of the moves
                    Offering my Freelance Game Design ,Counselling and C++ Programming Skills!
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                    Marketplace Assets
                    Melee Tracing Plugin:https://forums.unrealengine.com/show...Tracing-Plugin
                    Medieval Combat Starter Kit:https://forums.unrealengine.com/show...at-Starter-Kit
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                    Comment


                      #11
                      Ahh, sorry, I must have missed that you could already do that :-) (holding off from purchasing until networking is complete) Great news about the network support

                      Comment


                        #12
                        Thanks for your reply on the Market page, but just so you have all the feedback in one place, here's what I previously posted in the comments:

                        A few requests/bits of feedback:
                        • on the slide function: the character gets stuck if it is under low geometry when the slide stops, which makes the slide function unusable for a game at the moment. If you add a check for height when the function stops then that would allow you to transition to a crouch movement mode, where the player could navigate out of the space.
                        • add a crouch mode! If the player does not have sufficient velocity to slide, make them crouch instead. As mentioned above this will also fix the slide-end-in-geometry bug.
                        • keep player velocity at the end of the wall run and the slide functions - the sudden halt in player movement when you switch back to walking mode is very jarring.
                        • add a single logic controller in the movement BP that allows us to turn on and off the functions, i.e. if we want to only have slide, mantle, and vault, then we can disconnect the horizontal and vertical wallruns.
                        • the third-person character is on by default and breaks the FP camera - it's best to set this off (or find a similar solution to fix the character model popping into the camera)
                        • finally, a request - it would be great to see ladders added! Climb up and down to mount, wallrun-on, drop-off, etc.
                        BTW, I'm working on integrating this with my existing First Person blueprint, so the more 'drop-in' modular you can keep your blueprints, the easier it is to update any future functionality.

                        Once again, I want to say thank you for making this. I spent a long time looking for a tutorial or decent implementation of FP mantling, and it was amazing how little this has been done. I love that you've given it a trace-based solution too - that will make set-up much easier (although potentially increase my QA as players are more likely to get places I don't want them!).

                        Comment


                          #13
                          Hey , Thanks for the suggestions!, Thanks to your feedback i implemented most of the changes alredy, Im giving a possible go at Ladders so i might include them in this update as well
                          Offering my Freelance Game Design ,Counselling and C++ Programming Skills!
                          https://forums.unrealengine.com/show...ner-Counseling

                          Marketplace Assets
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                          Medieval Combat Starter Kit:https://forums.unrealengine.com/show...at-Starter-Kit
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                          Comment


                            #14
                            Cool to hear that you'll be putting in these features - do you know when you'll be updating the package on the Marketplace?

                            Comment


                              #15
                              Originally posted by CopperStoneSea View Post
                              Cool to hear that you'll be putting in these features - do you know when you'll be updating the package on the Marketplace?
                              The Update is nearly finished, i just need to do a final pass to make sure everything is working correctly, So it should be done within this week , I do apologize for the delay between updates, Unforseen issues left me unable to work on the asset for quite a while
                              Offering my Freelance Game Design ,Counselling and C++ Programming Skills!
                              https://forums.unrealengine.com/show...ner-Counseling

                              Marketplace Assets
                              Melee Tracing Plugin:https://forums.unrealengine.com/show...Tracing-Plugin
                              Medieval Combat Starter Kit:https://forums.unrealengine.com/show...at-Starter-Kit
                              Foliage To Blueprint:https://www.unrealengine.com/marketp...e-to-blueprint

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