Talk:UnrealOni: Difference between revisions

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(Created page with "==Internal improvements== * Merge General BP Interface with ONCC interface")
 
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