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    #16
    Thank you for the update - I look forward to playing with the new tweaks!

    Do you have any tips for integration... Can I just replace old blueprints, or is there something special I need to consider?

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      #17
      Hey,

      I've been having a play with this. The movement from the walls is much smoother now!

      The slide and crouch movements seem a little odd - slide seems to have a velocity that isn't linked to how fast I'm moving, so I can go straight into a slide from motionless or while barely moving. It would make sense that the slide picks up the speed from the run and decelerates until it reaches the crouching-movement-max-speed.

      The crouching movement seems to sometimes allow strafing movement and sometimes not... I'm not quite sure what's going on there, but it might need a bit of work.

      To give a gameplay example, it would be great to slide behind cover, crouch-walk behind the object, run and slide into a vent, then crouch-walk through the vent.

      (And ladders would still be a lovely addition!)

      Thanks again for your work. I really like the improvements!

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        #18
        Hey, sorry for the late reply, as for integration you simply replace the BPC_ParkourMovement with the one from the update ( or merge manually in case you have done modifications to it)

        Im glad to hear that the changes are being well received

        As well thanks for the feedback on the sliding & crouch movement, As for sliding it is actually set to grab the player speed before the slide move is performed and then deccelerate until its equal or below the SlideSpeedStopTreshold, however linking it to the Max Crouched movement speed is a much better idea

        As for strafing while crouching ill definitly look into it, once again thanks for the feedback
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          #19
          A nice and easy integration then. Awesome, thank you!

          No need to apologise for a 'late reply' - you're maintaining software that I assume doesn't provide your primary income, so even a few days is a great response time in my opinion

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            #20
            Having worked on my own wall-run, slide and vaulting I find this pack interesting as it would let me do some more stuff than I currently have but I have a question;
            Does the wall-running in this pack allow for consistent movement over several meshes?
            Imagine instead of having 1 single big mesh that the player can wall-run on there are 3 of them in a row that cover the same distance, would this work?

            Thanks!

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              #21
              Originally posted by lillbrorsan View Post
              Having worked on my own wall-run, slide and vaulting I find this pack interesting as it would let me do some more stuff than I currently have but I have a question;
              Does the wall-running in this pack allow for consistent movement over several meshes?
              Imagine instead of having 1 single big mesh that the player can wall-run on there are 3 of them in a row that cover the same distance, would this work?

              Thanks!
              Assuming the rotation of the wall meshes is nearly the same yes, the wall run performs a series of traces along the sides of the player so as long as the traces keep hitting you can keep running on the wall ( until the maximum wall run time passes)
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                #22
                Thanks for the reply!

                I have been testing the system in my project and I have some stuff I would like to ask;
                1. Is there any way of changing the amount of speed the player has while sliding and wall running horizontally?
                2. I have an issue with the Vertical Wall Climb after "running" up it, my player won't land on top if I have one mesh that is a wall and another one that is the floor (modular) connected to each other but it works fine with one single mesh, any way to fix this?
                3. Any way to prevent the player from falling and not being able to move when the wall run is over? I tried changing some things but no luck.
                4. Speaking of wall running; is there any way to allow players to move their camera more? I unlocked it but it seems a bit restrictive and rough.

                There are also three things I am considering adding but would have to look into it a bit more with this system in play, I would like to know if you have any plans for these;
                1. Sprinting
                2. Crouching
                3. Double Jump

                Thanks

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                  #23
                  Originally posted by lillbrorsan View Post
                  Thanks for the reply!

                  I have been testing the system in my project and I have some stuff I would like to ask;
                  1. Is there any way of changing the amount of speed the player has while sliding and wall running horizontally?
                  2. I have an issue with the Vertical Wall Climb after "running" up it, my player won't land on top if I have one mesh that is a wall and another one that is the floor (modular) connected to each other but it works fine with one single mesh, any way to fix this?
                  3. Any way to prevent the player from falling and not being able to move when the wall run is over? I tried changing some things but no luck.
                  4. Speaking of wall running; is there any way to allow players to move their camera more? I unlocked it but it seems a bit restrictive and rough.

                  There are also three things I am considering adding but would have to look into it a bit more with this system in play, I would like to know if you have any plans for these;
                  1. Sprinting
                  2. Crouching
                  3. Double Jump

                  Thanks
                  Hey

                  Regarding your questions
                  1:For increasing the speed while wall running, open the ParkourMovement blueprint component, go to the Horizontal Wall Run category and there you can tweak the horizontal speed, (WallRunSpeed)
                  As for changing the sliding speed right now it grabs your velocity before performing the move and decreases it up to the treshold (SlideSpeedStopTreshold), However you can go to the PerformExpectedMove function, go past the switch node where it connects the Sliding move and instead of using the player velocity you can specify your own velocity / speed vector there

                  2:Can you show me an screenshot of your case scenario? it certainly sounds like it should work
                  3:That should not be happening, by default if a wall run fails or you fall you should have instant control over the player again, if you could send me a gif or quick video so i can take a closer look that would help a lot
                  4: Do you mean the horizontal wall run? since right now the camera is unlocked, you can look freely in every direction?
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                    #24
                    Originally posted by alvarofer0020 View Post

                    Hey

                    Regarding your questions
                    1:For increasing the speed while wall running, open the ParkourMovement blueprint component, go to the Horizontal Wall Run category and there you can tweak the horizontal speed, (WallRunSpeed)
                    As for changing the sliding speed right now it grabs your velocity before performing the move and decreases it up to the treshold (SlideSpeedStopTreshold), However you can go to the PerformExpectedMove function, go past the switch node where it connects the Sliding move and instead of using the player velocity you can specify your own velocity / speed vector there

                    2:Can you show me an screenshot of your case scenario? it certainly sounds like it should work
                    3:That should not be happening, by default if a wall run fails or you fall you should have instant control over the player again, if you could send me a gif or quick video so i can take a closer look that would help a lot
                    4: Do you mean the horizontal wall run? since right now the camera is unlocked, you can look freely in every direction?
                    Thanks for the quick reply!

                    1. I will make sure to have another look and change the speed to my liking.

                    2. I have attached a screenshot to the issue I'm having;
                    The left cube is made up of separate meshes, so a plane for each wall and a plane on-top, this can be vertically wall climb by the player but you can't land on top.
                    Next to the left cube is the one from the example map which is one single mesh and works just fine.

                    3. What I mean is that the player has control when falling but you are locked in place until you hit the ground.

                    4. My camera when wall-running was locked to looking straight forward and I had to remove the lock for me to be able to look around, it works but it is mostly horizontally and a bit rough.

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                      #25
                      Originally posted by lillbrorsan View Post

                      Thanks for the quick reply!

                      1. I will make sure to have another look and change the speed to my liking.

                      2. I have attached a screenshot to the issue I'm having;
                      The left cube is made up of separate meshes, so a plane for each wall and a plane on-top, this can be vertically wall climb by the player but you can't land on top.
                      Next to the left cube is the one from the example map which is one single mesh and works just fine.

                      3. What I mean is that the player has control when falling but you are locked in place until you hit the ground.

                      4. My camera when wall-running was locked to looking straight forward and I had to remove the lock for me to be able to look around, it works but it is mostly horizontally and a bit rough.
                      Regarding the second issue thanks for the example, i was able to replicate the issue here and its now been fixed (The tracing function that takes care of checking if theres enough depth in the object to place the player was hitting the inside of the plane, thus ending earlier than expected ), Ill be doing some more testing to make sure its working correctly across all scenarios and submit the update, as well as update this tread when i do so

                      3: Im sorry but could you further explain the issue? as in, i performed a wall run, fell and i was able to instantly look in every direction ( as well as move arround in the air with limited air control )

                      4:The camera is locked for a few seconds while it interpolates from your direction to " forward " when performing a wall run, once the interpolation is complete camera control is enabled, however if the camera was permanently locked ( which i think is what youre saying ? ) then thats not intended behavior
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                        #26
                        Sometimes when vaulting or mantling, the character will move straight to 0,0 on the map. It's usually when the character is trying to vault over a waist-high wall or walking onto a platform that's close to the character's platform. I found that it has smething to do with the "FinalMoveLocation" variable not updating with the right coordinates. Anyone else getting this problem?
                        Attached Files
                        Last edited by Menelin; 07-18-2019, 12:30 PM.

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                          #27
                          Thanks for notifying me of the issue, i just finished fixing it (There was a very specific case where if the first trace for the vertical wall run function dident hit anything it would count as valid and perform the move )

                          It will be included in the update that also fixes tracing on planes, it should be live this afternoon (i.e in about 3 hours + the time the marketplace takes to process it)
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                            #28
                            Said update has now been submitted, also a changelog has been added to the product page and the 1st page on this tread
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                              #29
                              Any idea on what's happening with the 0,0 bug? Just in case, I updated my project with the new version, but it didn't change the glitch.
                              https://www.youtube.com/watch?v=OVlG...ature=youtu.be
                              Last edited by Menelin; 07-19-2019, 09:02 AM.

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                                #30
                                Originally posted by Menelin View Post
                                Any idea on what's happening with the 0,0 bug? Just in case, I updated my project with the new version, but it didn't change the glitch.
                                https://www.youtube.com/watch?v=OVlG...ature=youtu.be
                                Just to be sure, are you running on UE4 4.22?, If so then could you PM me your sample project so i can replicate the issue on my end?
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