Talk:UnrealOni: Difference between revisions
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Paradox-01 (talk | contribs) (Created page with "==Internal improvements== * Merge General BP Interface with ONCC interface") |
Paradox-01 (talk | contribs) m (climbing system, bug fixes) |
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==Internal improvements== | ==Todo== | ||
===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 | * Merge General BP Interface with ONCC interface |
Revision as of 15:36, 19 March 2018
Todo
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