Talk:UnrealOni: Difference between revisions

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m (climbing system, bug fixes)
m (reduced char capsule size)
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==Todo==
==Adjustments==
===v2===
* Reduced capsule size for characters (changed from 42 to 30), characters can now better run into each other (shouldn't be set to 0 because then the mesh overlap all the time), we might change the values again when adding H2H combat.
 
===Bugfixes===
===Bugfixes===
'''Editing a Montage for height adaptions:'''
'''Editing a Montage for height adaptions:'''
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'''Prevent rolling animation when character should just grab a ledge:'''
'''Prevent rolling animation when character should just grab a ledge:'''
* add here
* Add here


'''Prevent ledge grab when character falls far too fast'''
'''Prevent ledge grab when character falls far too fast'''
* add here
* Add here


===Internal improvements===
===Internal improvements===
* Merge General BP Interface with ONCC interface
* Merge General BP Interface with ONCC interface

Revision as of 15:46, 19 March 2018

Adjustments

v2

  • Reduced capsule size for characters (changed from 42 to 30), characters can now better run into each other (shouldn't be set to 0 because then the mesh overlap all the time), we might change the values again when adding H2H combat.

Bugfixes

Editing a Montage for height adaptions:

  • Open a montage (or directly an anim), click on a montage group, right-click an anim, choose to open asset.
  • In the animation select root bone, disable other axes (eye symbole), click big "+" button. Edit the key... Click arrow symbols to adapt diagram.

Temporal solution for climbing up:

  • Increased grabbing height in MoveToLocation macro. Height Location subtracts now 95 instead of 120. (In theory this number should match the characters capsule height?)
  • With increase grabbing height the character comes out to high. As consequence Climb_Montage uses for now ClimbAdjTest and Crouch_to_StandClimbAdjTest. The the later makes Z start at 0 and goes down -60. The -60 is not fully taken into account, however it avoid a camera glitch that would be appear between 0 and -40.

Temporal solution for climbing around a corner:

  • CornerLeft and CornerRight uses now Z values of -10.

Prevent rolling animation when character should just grab a ledge:

  • Add here

Prevent ledge grab when character falls far too fast

  • Add here

Internal improvements

  • Merge General BP Interface with ONCC interface