Talk:UnrealOni: Difference between revisions

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===Changes===
===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.)
* 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 radius 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 Konoko's Capsule Half Height to from 96 to 80 and moved her mesh to Z -82.


===Bugfixes===
===Bugfixes===
'''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 107 instead of 120. (Is this somewhat related to character's capsule height?)
* 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.
* 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.



Revision as of 12:11, 20 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 radius 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 Konoko's Capsule Half Height to from 96 to 80 and moved her mesh to Z -82.

Bugfixes

Temporal solution for climbing up:

  • Increased grabbing height in MoveToLocation macro. Height Location subtracts now 107 instead of 120. (Is this somewhat related to character's 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 ...