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    #31
    I am using 4.22. If previous versions of UE4 don't have this problem with the movement system, I'm fine with changing versions. What version of UE4 does it work best on?

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      #32
      I did find that the low wall only causes the glitch if it's partway into the ground. I still experienced the glitch a few times walking from platform to platform.

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        #33
        Originally posted by Menelin View Post
        I did find that the low wall only causes the glitch if it's partway into the ground. I still experienced the glitch a few times walking from platform to platform.
        Apologies the update is actually live now , Do give it a go and let me know if it fixed your issue ​​​​​​​
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          #34
          I updated the system. It seems to be working smoother. I haven't gotten the 0,0 teleport glitch with the usual actions. Low walls (around 80 U) have a hiccup in the transition, but it's only a momentary thing and not nearly as bad as teleporting. I don't plan on using any low walls in my project, so right now I'm satisfied.
          https://www.youtube.com/watch?v=QXNnqZZHbXQ&

          Side note: I was originally using the 3rd person parkour system from Origami Bear, but a major glitch was making it unusable. The guy behind it wouldn't acknowledge it much. Instead he highlighted the extra little features he was planning on adding. After finding you're actually invested in updating this system with bugfixes, I'm glad I switched. Keep up the good work.
          Last edited by Menelin; 07-24-2019, 09:06 AM.

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            #35
            Do you plan on adding ledge hanging?

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              #36
              So as for the newest update i decided to rewrite the way velocity is applied to the player and how each move works ( velocity wise ) , rather than artificially setting the player velocity for a set period of time they are now based on the concept of momentum , mainly based on the movement system seen in mirrors edge, As an example to start a horizontal wall run you need enough momentum / velocity, and once it starts your momentum starts decreasing over time until you completely fall of the wall ( rather than using a timer ), same concept applies to vertical wall runs, if you have more momentum you can climb "higher" before your momentum starts dramatically decreasing, All of the moves now use the player momentum to translate him, Of course the forces and the momentum values are all exposed , a new move has been added ( 90 Degree Turn ) lets you do a quick turn without loosing too much momentum, Also the sliding move has been completely re-written to make proper use of the player momentum and its camera animation was tweaked to a much better one

              The player also now ramps up his speed from 0 rather than going at full speed instantly and chaining moves together increases your momentum / velocity up to a max speed

              https://twitter.com/alvarofer0020/st...13019937988608
              https://twitter.com/alvarofer0020/st...20029674934279
              https://twitter.com/alvarofer0020/st...98498021318657
              https://twitter.com/alvarofer0020/st...25688238362625
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                #37
                I bought your Parkour pack and I am having trouble adding it to anything.

                I tried dragging the blue prints into the char/level/ect but it changes nothing and I don't know where to connect what.

                Do you or anyone else here have a tutorial on how add the system? I am relatively new to game dev and Unreal 4.

                Any help would be appreciated

                Cheers,

                - Derek














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                  #38
                  How do you turn off vertical wall run, just in case ?

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                    #39
                    Hello, I'm also having that 0,0 teleport issue but using version .20- I can't update to .22 for compatibility reasons; is there anything I can do to stop it happening?
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                      #40
                      Originally posted by WEZ View Post
                      I bought your Parkour pack and I am having trouble adding it to anything.

                      I tried dragging the blue prints into the char/level/ect but it changes nothing and I don't know where to connect what.

                      Do you or anyone else here have a tutorial on how add the system? I am relatively new to game dev and Unreal 4.

                      Any help would be appreciated

                      Cheers,

                      - Derek
                      The kit includes an example character with the component alredy setup, but in short, you either use the included character blueprint OR create your own character blueprint, add the BPC_ParkourMovement component to it and link the jump and slide event to your input events ( check for included character blueprint to see how its done )

                      As for turning off vertical wall run, open the BPC_ParkourMovement go to the Vertical Wall Run category and mark the bIgnoreVerticalWallRun bool variable as true
                      Offering my Freelance Game Design ,Counselling and C++ Programming Skills!
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                        #41
                        Originally posted by nicholassinger View Post
                        Hello, I'm also having that 0,0 teleport issue but using version .20- I can't update to .22 for compatibility reasons; is there anything I can do to stop it happening?
                        Ill be submitting the fix for the .20 engine version shortly , havent done so before as right now my schelude is pretty tight, Alternatively you can add me on skype and i can guide you trough the changes that would be needed to fix the issue
                        Offering my Freelance Game Design ,Counselling and C++ Programming Skills!
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                          #42
                          That's great news thanks- my blueprint abilities are limited so I'm happy to wait for the fix.
                          Fairytale Suite - Free orchestral music for fantasy settings
                          Marathon VR Environments - Simple re-creations of environments from Marathon 1/2

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                            #43
                            Hi alvarofer0020,

                            I'm considering to buy your asset and have two questions before I can do that.

                            1) I read in the change log that you added animation placeholders which sounds great!
                            Are there any special requirements for these kind of animations, or, do you know a suitable Animation Set that would work well with your system?

                            2) I also read here in this thread that network support should be possible but it would still need more work.
                            So, is this a feature you are working on for a future update?

                            Ok, I have three questions, I guess.

                            3) Do you have a roadmap of potential new features you would like to add?

                            Thanks!

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                              #44
                              Originally posted by AndreasG View Post
                              Hi alvarofer0020,

                              I'm considering to buy your asset and have two questions before I can do that.

                              1) I read in the change log that you added animation placeholders which sounds great!
                              Are there any special requirements for these kind of animations, or, do you know a suitable Animation Set that would work well with your system?

                              2) I also read here in this thread that network support should be possible but it would still need more work.
                              So, is this a feature you are working on for a future update?

                              Ok, I have three questions, I guess.

                              3) Do you have a roadmap of potential new features you would like to add?

                              Thanks!
                              Hey

                              I was actually provided with an animation set so im working on implementing these with the kit and of course uploading a tutorial / video on the setup

                              Networking support is planned but its not something im currently working on

                              There is no roadmap as of yet it is a good idea though. Currently my schelude is completely filled so i havent had much ( if any ) time to work on the parkour movement system, but in terms of updates and whats coming you can see my tweets above , in short i re-wrote all of the movement handling and velocity from scratch to make use of player-momentum (rather than artificially setting the player speed ) this has the added benefit of making moves feel much more natural and actually tied to the player speed (Also tweaking the existing camera animations and slide logic )

                              i.e if you start a wall run with a lot of momentum you can run longer on the wall before your momentum starts decreasing to the point where you fall off, same applies to wall climbing / vertical wall runs and such
                              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
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                                #45

                                Originally posted by alvarofer0020 View Post
                                The player also now ramps up his speed from 0 rather than going at full speed instantly and chaining moves together increases your momentum / velocity up to a max speed

                                https://twitter.com/alvarofer0020/st...13019937988608
                                https://twitter.com/alvarofer0020/st...20029674934279
                                https://twitter.com/alvarofer0020/st...98498021318657
                                https://twitter.com/alvarofer0020/st...25688238362625



                                These videos are to the current version as an E3 gameplay demo is to actual gameplay. Is it live, and what UE version is it for? I would gladly redo the work I did under the hood if it can control like that out of the box.
                                Last edited by Menelin; 09-10-2019, 07:59 AM.

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