UE5 Asset Open World Locomotion System

+ v1.10 UE V5.5
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  • Added integration for Game Animation Sample project and Motion Matching for version 5.5
  • Changes to the Vaulting logic. It will now detect obstacles from further away when moving on the ground and play the animation before starting the movement for better blending between animations. Fixed a bug that could launch the character backwards if incorrect parameters have been put in the Data Asset.
  • Changes to the Vaulting animation selection logic. Animations that don't use a correct Climbing Mode will no longer be selected. When moving on the ground the logic will try to select the most appropriate animation based on the current position of the legs for better animation blending.
  • Climbing trace when on the ground will now follow the floor angle instead of always being straight forward.
  • Added an option to select climbing (vaulting) trace direction based on movement input ( default behavior), character rotation or camera rotation.
  • You can now Climb Down to a ledge if DisableLedgeMovement is false or LedgeMovementOverride is true (it’s automatically set to true if you're standing in the LedgeMovement_BP collision box)
  • Added an option to automatically resurface after jumping into the water and fixed a bug that would not resurface a character if Surface Only was true and the character didn't move after falling deep enough underwater.
  • Added a new function that plays right before the Change Locomotion State event to make sure that the correct functions are always triggered in the right order.
  • Several improvements to the IK logic, added a new variable to prevent legs from going underground (UE5)
  • Changed the display names for the E_RotationMode enum.
  • Added a short delay during the transition from climbing to ground movement to better blend the animations. Fixed a bug that would play the climbing animations for too long during the transition.
  • Other miscellaneous changes
 
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