What about networking? My guess is it's not supported, since you don't mention it and from my experience implementing "classic movement" in C++, I can't really see how you could integrate this properly with movement prediction, without recreating the entire movement networking code in Blueprints (which would be a gargantuan task to say the least).
I think this is important to be aware of though, since most games interested in this form of movement are probably multiplayer twitch shooters, where state of the art movement replication is extremely important.
What about networking? My guess is it's not supported, since you don't mention it and from my experience implementing "classic movement" in C++, I can't really see how you could integrate this properly with movement prediction, without recreating the entire movement networking code in Blueprints (which would be a gargantuan task to say the least).
I think this is important to be aware of though, since most games interested in this form of movement are probably multiplayer twitch shooters, where state of the art movement replication is extremely important.
I'm definitely interested in this, but I'd also like to know what the answer is on networking.
I'm definitely interested in this, but I'd also like to know what the answer is on networking.
+1 to this. Currently trying to build an multiplayer arena-esque game but miss the air strafing of the olden days. Advanced movement is (sadly) much later on the timeline at this point. I'd definitely buy this if I had the chance, provided networking was supported.
Hey guys, thanks for all the interest expressed here, I figured I wasn't the only one who is interested in some better movement.
All of the concerns you express over the multiplayer replication are something I've been running up against recently. My thinking was initially to release with a client authoritative movement workaround for those that want to begin on multiplayer projects and refine their movement, but I was experiencing some bugs even with that temporary workaround on multiplayer, so I do not have support for multiplayer projects at this time.
If you are doing a single player project or doing multiplayer but feel like single player functionality can still help you, you can still buy now (and you'd get free access to multiplayer replication updates as it's added), but I want you to be aware of that limitation.
Now for some good news regarding replication, I've been banging my head against the wall on this but I just made a HUGE breakthrough in retrofitting the air acceleration/air strafing for multiplayer and it appears to 100% work in multiplayer/dedicated server (including w/ simulated lag). So that's huge...I honestly wasn't sure if it would have been possible in blueprint based on the replication issues I've been running into, but I was able to feed the logic through the add movement input node and after some maddening fixes it is working.
My question to those that are interested solely for multiplayer projects - besides air acceleration/air strafing what is the biggest of the movement features you most want for multiplayer? I basically am creating a new multiplayer blueprint so I want to prioritize what I retrofit next.
Thanks!
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Note: multiplayer replication now supported in latest release! see latest posts
Last edited by Pheesh; 09-10-2015, 01:32 PM.
Reason: multiplayer support now added
Really encouraging progress on multiplayer replication: I have been able to get air strafe/accel and bunnyhop working for multiplayer (two biggest features people are probably interested in for multi). Here's me doing some experimental testing w/ dedicated server and simulated lag (and various gravity settings for demonstration):
Only problem is my system has a tough time rendering 4 game instances + recording video at the same time :P
I will also go ahead and implement the proper mesh/animations for mutiplayer for the pack because by default the FPS character only renders his arms to himself.
A very quick attempt is seen in video- seeing the characters size made me realize how large the test map really is (I like to go fast!).
I honestly wasn't sure if it would have been possible in blueprint based on the replication issues I've been running into, but I was able to feed the logic through the add movement input node and after some maddening fixes it is working.
Is this entirely blueprint or do you mean with C++ fixes?
still entirely blueprint, no outside c++ fixes or configs needed
I'm working through trimping multiplayer replication right now...then likely will do the bhop cap and will follow up with first multiplayer supported release. Because I'm re-architecting it for multiplayer the next package I post will include the existing single player only blueprint as well as a separate multiplayer branch (and will be free update to previous buyers). The reason to do separate branches is that there are some small differences in the flexibility of the multiplayer implementation and I would like to preserve the greater control of the single player blueprint for those doing single player projects.
Also I'm planning to post a tutorial on integrating the fps movement pack w/ the generic shooter project as I've gotten a couple requests specifically on that. Once that marketplace item is updated to 4.9 as well I can add that- in my own testing it does not look that difficult which is good news!
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