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    [WIP] Advanced Character Movement Component

    I am working on an custom character movement component for the marketplace that will add expanded modes and behavior to the standard character movement component.

    Current Features:
    Wall Jump
    Custom Gravity Support
    Orient to Gravity
    Aim Handling
    Native VR support

    Current Movement Modes:
    Walking
    Flying
    Swimming
    Spidering
    Laddering
    Wall Climbing
    Wall Running
    VR Climbing

    Progress:







    What types of functionality would you like to see in this movement component?
    Last edited by BlackFangTech; 05-14-2017, 05:22 PM.

    Check out my discord -> https://discord.gg/kQdVwJ3

    Follow us on twitter to get updates on new products and special offers -> https://twitter.com/BlackFangTech

    Black Fang Technologies' products -> https://www.unrealengine.com/marketp...20Technologies

    #2
    Hello BlackRang666,
    i am very interested. I need this for my spider!!!
    Kind regards,
    halobungie

    Comment


      #3
      Looking pretty nice! Any idea how much this is going to cost? If you don't mind me asking, how was the spider one done?
      I do things.

      Comment


        #4
        Not sure what the price will be yet as it will depend on how long it takes me to finish and how many modes I add. Basically, spider mode stores the positioning of the character as a delta from what it was standing on at the end of a frame, and at the beginning of the next frame reapplies that delta to the new location of what it was standing on before handling movement input.

        Check out my discord -> https://discord.gg/kQdVwJ3

        Follow us on twitter to get updates on new products and special offers -> https://twitter.com/BlackFangTech

        Black Fang Technologies' products -> https://www.unrealengine.com/marketp...20Technologies

        Comment


          #5
          Originally posted by BlackRang666 View Post
          Not sure what the price will be yet as it will depend on how long it takes me to finish and how many modes I add. Basically, spider mode stores the positioning of the character as a delta from what it was standing on at the end of a frame, and at the beginning of the next frame reapplies that delta to the new location of what it was standing on before handling movement input.
          Oh alright. Keep up the great work!
          I do things.

          Comment


            #6
            Update: I have four functioning modes currently; swinging, spidering, laddering, and 6DOF flight.

            Let me know what movement abilities and modes you would like to see implemented.

            Check out my discord -> https://discord.gg/kQdVwJ3

            Follow us on twitter to get updates on new products and special offers -> https://twitter.com/BlackFangTech

            Black Fang Technologies' products -> https://www.unrealengine.com/marketp...20Technologies

            Comment


              #7
              Hi BlackRang,

              Nice stuff you have here.

              As I always request on things I find useful can you make this multiplayer ready?

              Also can you explain some of the swinging logic? Are you using Physics or driving this with timelines, interping the character to certain location while +/- the Z to create that curve?

              It looks smooth, good job!

              Comment


                #8
                I don't plan on releasing until I am sure everything replicates properly in multiplayer. (Hopefully that isn't too hard, multiplayer is an area I don't have a lot of experience in) Swinging mode turns simulation on in the capsule, and starts passing input to the capsule as forces and torques. I spawn in an actor I created called a PhysRope, and constrain the capsule to it. The PhysRope can have its total length and the length of its segments set on spawn. Its hard to see because I haven't added a visual to it yet, it is just a series of constrained capsules.

                Check out my discord -> https://discord.gg/kQdVwJ3

                Follow us on twitter to get updates on new products and special offers -> https://twitter.com/BlackFangTech

                Black Fang Technologies' products -> https://www.unrealengine.com/marketp...20Technologies

                Comment


                  #9
                  I added animations for the ladder mode.



                  I've finished Climbing Mode



                  Just using the ladder animation for it at the moment.

                  Here is wall jumping implemented.

                  Last edited by BlackFangTech; 04-05-2016, 09:37 PM.

                  Check out my discord -> https://discord.gg/kQdVwJ3

                  Follow us on twitter to get updates on new products and special offers -> https://twitter.com/BlackFangTech

                  Black Fang Technologies' products -> https://www.unrealengine.com/marketp...20Technologies

                  Comment


                    #10


                    Wall running is implemented.

                    To Do List:
                    Rewrite Epic's modes to support custom gravity.
                    Add custom animations.
                    Testing, bugfixing, etc.
                    Network testing and implementations.
                    Sample Game design.
                    Release.

                    Check out my discord -> https://discord.gg/kQdVwJ3

                    Follow us on twitter to get updates on new products and special offers -> https://twitter.com/BlackFangTech

                    Black Fang Technologies' products -> https://www.unrealengine.com/marketp...20Technologies

                    Comment


                      #11
                      Is this gonna work for First Person as well? Looks amazing.

                      Comment


                        #12
                        How about network friendly MoveToLocation and MoveToActor functions for possessed pawns/characters? The current SimpleMoveToLocation only works in single player. It does not work with clients?

                        Comment


                          #13
                          Looking awesome, subcribed to thread. Please add an option to "tilt" the player a bit when wall running.

                          Comment


                            #14
                            Yessssssss. Cant wait to try the spider walking in VR!
                            LOL
                            Outer Planet Studios
                            http://outerplanet.webflow.io/

                            Comment


                              #15
                              Originally posted by gozu View Post
                              Yessssssss. Cant wait to try the spider walking in VR!
                              LOL
                              It is quite fun.
                              I just finished implementing gravity volumes.




                              Check out my discord -> https://discord.gg/kQdVwJ3

                              Follow us on twitter to get updates on new products and special offers -> https://twitter.com/BlackFangTech

                              Black Fang Technologies' products -> https://www.unrealengine.com/marketp...20Technologies

                              Comment

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