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    #46
    The update isnt live yet as currently me schelude is completely filled, As soon as i have some time ill fix the remaining issues and submit it ( as well as update this tread when i do so )
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      #47
      If it's live before I finish my project and it doesn't require a higher version than 4.22, I'll be first in line.

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        #48
        Any idea when the update will be pushed?
        Would be nice to have the issues I mentioned before sorted

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          #49
          I've not posted on here for a while - I just wanted to drop in and say thanks for the updates. It's really useful for me

          (I'd still love to have using ladders supported if you can!)

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            #50
            Originally posted by lillbrorsan View Post
            Any idea when the update will be pushed?
            Would be nice to have the issues I mentioned before sorted
            The update is alredy submitted and live as of the 07-23 (You can also check the changelog on the first page )

            The tracing fixes have also been submitted for UE4 4.20
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              #51
              Does this update have the improvements you mentioned in the tweets?

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                #52
                They arent in yet as most of my time has been taken by other projects, once the movement overhaul is complete ill update this tread and the changelog on the first page
                Offering my Freelance Game Design ,Counselling and C++ Programming Skills!
                https://forums.unrealengine.com/show...ner-Counseling

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                  #53
                  im tempted to purchase but is replication supported yet?

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                    #54
                    I have this pack is awesome. I am able to copy to other characters fine, but I am trying and cannot figure out some things.

                    I notice the BP_ExampleParkourCharacter always faces away from screen, like a First Person POV.

                    Now, in my project, I am using a 3rd Person default character, who can face all directions on-screen, just like the 3rd Person default character does.

                    But when I copy BP Parkour components to my 3rd Person default, it works and my character at first can do everything and face all directions, but these 2 things happen:

                    (1) when my 3rd Person default character performs a vault, it zooms in suddenly and then backs away, but I had no First Person Camera attached. I think it may be something with collision or tracing, or maybe it is a genuine visual glitch....but I am lost to fix it.

                    (2) when I do a horizontal wall run, then afterwards the 3rd Person default character now permanently looks towards center of screen like the BP_ExampleParkourCharacter. But when the session started it does not, which is what I want. So, I would like it to stay that way even after doing the horizontal wall run where I could continue to face all directions on screen.

                    I am trying to solve, these ones have me stumped.
                    Would it be possible to describe a template for a character who can face in all directions, but without the (1) zoom-in on vault and without the (2) the permanent POV-lock after a horizontal wall run.

                    Thank you for your help!

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                      #55
                      Originally posted by Daffrendo View Post
                      I have this pack is awesome. I am able to copy to other characters fine, but I am trying and cannot figure out some things.

                      I notice the BP_ExampleParkourCharacter always faces away from screen, like a First Person POV.

                      Now, in my project, I am using a 3rd Person default character, who can face all directions on-screen, just like the 3rd Person default character does.

                      But when I copy BP Parkour components to my 3rd Person default, it works and my character at first can do everything and face all directions, but these 2 things happen:

                      (1) when my 3rd Person default character performs a vault, it zooms in suddenly and then backs away, but I had no First Person Camera attached. I think it may be something with collision or tracing, or maybe it is a genuine visual glitch....but I am lost to fix it.

                      (2) when I do a horizontal wall run, then afterwards the 3rd Person default character now permanently looks towards center of screen like the BP_ExampleParkourCharacter. But when the session started it does not, which is what I want. So, I would like it to stay that way even after doing the horizontal wall run where I could continue to face all directions on screen.

                      I am trying to solve, these ones have me stumped.
                      Would it be possible to describe a template for a character who can face in all directions, but without the (1) zoom-in on vault and without the (2) the permanent POV-lock after a horizontal wall run.

                      Thank you for your help!

                      Hey

                      Regarding the 2nd issue, this happens becouse by default, when performing an horizontal wall run the system takes your camera and "centers it " so if you are looking a certain distance away from the wall it corrects it, most of this logic is handled in the UpdateHorizontalWallRun function, There you can disable / remove the camera changes ( let me know if you need more help with this )

                      Regarding your 1st issue this is due to the camera animations that are played for each move, you can open the BPC_ParkourMovement, go to the variables panel in the left and in each move category ( Horizontal Wall Run, Vertical wall run etc ) you can disable the camera animations there trough the bPlay(MoveNameHere)CameraAnim

                      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
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                        #56
                        Originally posted by alvarofer0020 View Post


                        Hey

                        Regarding the 2nd issue, this happens becouse by default, when performing an horizontal wall run the system takes your camera and "centers it " so if you are looking a certain distance away from the wall it corrects it, most of this logic is handled in the UpdateHorizontalWallRun function, There you can disable / remove the camera changes ( let me know if you need more help with this )

                        Regarding your 1st issue this is due to the camera animations that are played for each move, you can open the BPC_ParkourMovement, go to the variables panel in the left and in each move category ( Horizontal Wall Run, Vertical wall run etc ) you can disable the camera animations there trough the bPlay(MoveNameHere)CameraAnim
                        This was very appreciated that you provided support. You are First Class!
                        Thank You.

                        Comment


                          #57
                          Hello! I have messaged you through forum private message and also sent you an email. I love your work. Looking forward to your assistance

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