Talk:UnrealOni: Difference between revisions

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m (reduced char capsule size)
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==Adjustments==
==v2==
===v2===
===Changes===
* Pickup system: in v1 player actor was checking for overlapping items, in v2 overlapping item sends signal to player. (Advantage: much smaller code. Disadvantage: player can't pickup items he was spawned on because the items beginOverlap function won't fire in such a case.)
* 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.
* 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:'''
* 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:'''
'''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?)
* 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.
* With increase grabbing height the [[Oni2:UnrealOni/Tutorials#Editing_an_animation_for_offset_corrections|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:'''
'''Temporal solution for climbing around a corner:'''
* CornerLeft and CornerRight uses now Z values of -10.
* CornerLeft and CornerRight uses now Z values of -10.


==future version==
===Changes===
* Merge General BP Interface with ONCC interface
* redo health system
===Bugfixes===
'''Prevent rolling animation when character should just grab a ledge:'''
'''Prevent rolling animation when character should just grab a ledge:'''
* Add here
* Happens when you jump from a higher placer to a ledge.
* Add here ...


'''Prevent ledge grab when character falls far too fast'''
'''Prevent ledge grab when character falls far too fast'''
* Add here
* When jumping down very deep ...
 
* Add here ...
===Internal improvements===
* Merge General BP Interface with ONCC interface

Revision as of 16:03, 19 March 2018

v2

Changes

  • Pickup system: in v1 player actor was checking for overlapping items, in v2 overlapping item sends signal to player. (Advantage: much smaller code. Disadvantage: player can't pickup items he was spawned on because the items beginOverlap function won't fire in such a case.)
  • 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

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.


future version

Changes

  • Merge General BP Interface with ONCC interface
  • redo health system

Bugfixes

Prevent rolling animation when character should just grab a ledge:

  • Happens when you jump from a higher placer to a ledge.
  • Add here ...

Prevent ledge grab when character falls far too fast

  • When jumping down very deep ...
  • Add here ...