Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Replication? #6

Open
HeroicVillain opened this issue Nov 16, 2017 · 5 comments
Open

Replication? #6

HeroicVillain opened this issue Nov 16, 2017 · 5 comments

Comments

@HeroicVillain
Copy link

When I turn on replicate movement/replicates on the actor it just starts jittering in place

@HoussineMehnik
Copy link
Owner

Sorry Networking & replication is not implemented !

@HeroicVillain
Copy link
Author

Where would I start to add it myself?

@revan1611
Copy link

any updates?

@HoussineMehnik
Copy link
Owner

HoussineMehnik commented Feb 7, 2018

Sorry this plugin was made at the beginning for a single player game and adding replication will need to recode things from scratch .
I was working on adding dynamic gravity for the default character class , and I didn't have enough free time to finish it yet !

@KnIfER
Copy link

KnIfER commented Oct 27, 2018

So this strategy (floating pawn+force) has some problems. But the basic idea is there, and now I am making my own planet gravity.
It's hard to copy over the entire character.h class and get it compiled and make it working(in my case somehow the character float in the air). But it is super easy and fun to derive a sub class and override a bunch of methods.(derive both ACharacter and UCharacterMovementComponent, then use the derived custom MovementComponent by:

ACharacterCustom::ACharacterCustom(const FObjectInitializer& ObjectInitializer):
	Super(ObjectInitializer.SetDefaultSubobjectClass<UCharacterMovementCustom>(CharacterMovementComponentName = FName("CharMoveCom")))

)

For me the useful part of this plugin is custom spring arm + rotation lerp. I am not using forces to drag the players to the planet surface, instead I have modified PhysWalking、FindFloor、ConstrainInputAcceleration and other relevant methods.In those methods, whenever I find a neglection of FVector.Z, I project that FVector onto the tangent plane of the planet sphere.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

4 participants