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Hey there,
So after taking a break from developing, I decided to come back and give it another shot as I wasn't fully satisfied with how some things turned out. I took what I had learned along the way and did everything I could to improve upon it wherever possible (keep in mind I'm self taught). One of the reasons it took so long was I was trying to do too many things with the system in order to "perfect" it, but I realized that was a too ambitious (and unreasonable) goal, and so compromises had to be made. I also ran into a fair amount of technical limitations, mostly due to the fact that I'm keeping the project 100% BP and therefore cannot due some things that require C++.
The focus of this update was once again primarily a back-end overhaul, in an attempt to smooth out a lot of the common issues and make the system easier to work with in general. I would love to expand upon it even further and add commonly requested features, however at the moment the UE4 Marketplace does not make it easy to add expansions or additions to existing assets, without updating the entire thing or creating a completely separate project. I definitely see potential but I'm still figuring out the best method for more long-term support.
With all that being said, whats new?
First and foremost, the system has all new key-framed animations (the old ones looked pretty bad).
The system now makes more use of Class Inheritance, and no longer uses a component, which had limitations. A Base_Character BP contains custom rotation, movement, and state logic. Child classes can easily be created to have different characters with different movement settings or their own logic. An Interface has been added and is used to communicate between the Base_Character BP and any needed AnimBP. This makes it easy to create multiple AnimBPs for different characters without having to change references.
A series of Enums such as Movement Mode, Gait, Stance, and Rotation Mode are now used to control how the character behaves, and can be used in different combinations throughout the system for maximum flexibility.
Rotation has been reworked and improved, and now the system will rotate the actor instead of just the mesh. This should cut down on the number of rotation issues when expanding upon the system and working with other forms of movement.
-Turning in place has been simplified, and rotation logic has been moved to a custom AnimNotifyState, making it easier to select custom curves for each animation.
A Pivot system has been added.
Jumping has been reworked, and more traditional jump and fall loop animations are used, instead of a single animation which limited flexibility.
A more robust land prediction system has been added, so the character can now move in the air and change fall rates without desyncing the land prediction.
A flail blend system has been added so the character will start to flail when falling at a high speed.
A simple FootStep cue and an accompanying AnimNotify have been added, and supports different footstep types (walk, run, pivot, etc).
Hopefully the simplified features and re-worked system architecture should make it even easier for users to expand and add to the system.
So yeah, that's pretty much it :)
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Music by Joakim Karud / joakimkarud