I hope Epic takes Mover seriously and finishes the project in a reasonable amount of time with adequate documentation/examples. After working with the Network Prediction Plugin, GAS, and Lyra, that seems like a tall ask tbh 😅
@@Rukgul Yea, maybe there are systems already in place in Fortnite that can be leveraged. Of course with a game like that they need to keep networked data to a minimum. However, you can do so many complex movements now in the game, maybe there are character movement innovations they haven’t yet ported directly to UE or Lyra 🤔
Hi, Great Video! Got a question for you. I have always wanted to add the ability for my characters to climb a ladder. Could you create a new movement mode to do such a thing with this system? If so, any possibility I can convince you to create a tutorial for that? Thanks
You absolutely can. I can look into it. My biggest challenge is when should we make the shift from standard ABP state machines (like Lyra was designed on) to motion matching and when should we shift from CMC to Mover.
so I'm wondering now if you swap movement modes, it should be locally predicted? so if you test it out with some lag, it should look fine for the client
I have not done a lot of multiplayer testing on the new code. since we are at version 0.0001 I am sure they will improve the local predication logic. My take is they have started to move away from the hard-coded CMC model. This release is far from perfect but it does signal a shift away. Just like Niagara took several releases to fully replace Cascade - I see the same model being applied here.
it has network replication built in - HOWEVER it is an experimental release so it is not production ready. Look at the desync test maps. they are designed to test network desync correction.
Exactly, I gave up trying to add a climbing or flying system to my multiplayer exploration game when I realized that I was going to have to spend months and months researching and trying to code it all in to the CMC. With this new component on the horizon im gonna take a break working on character movement and maybe see if I can integrate it into my project later
Id love to get a simple example of how to make a move mode(and maybe transition) in blueprint. Doesnt have to be complicated As a noncoder, its difficult been difficult to wrap my head around.
Instead of bolting crooked plugins to the engine, it would be more productive to develop the classes existing in the engine with support for backward compatibility.
I hope Epic takes Mover seriously and finishes the project in a reasonable amount of time with adequate documentation/examples. After working with the Network Prediction Plugin, GAS, and Lyra, that seems like a tall ask tbh 😅
me too. I know they have wanted to upgrade the CMC for a while but the task is complex.
@@Rukgul Yea, maybe there are systems already in place in Fortnite that can be leveraged. Of course with a game like that they need to keep networked data to a minimum. However, you can do so many complex movements now in the game, maybe there are character movement innovations they haven’t yet ported directly to UE or Lyra 🤔
@@everything-bagel You can do flags, in combinations to do different things. IE holding jump pressing crouch when landing transitions to a slide.
Thanks for the video. It was very informative and a good update on what's to come.
thanks for the summary!
i can defo see this as the future along side motion matching
One thing I can’t find any NFO on is how the new Mover Plugin can work with Motion Matching
Just working on a video to upload for adding a mode. I can look at that next.
thanks for this vid
Hi, Great Video! Got a question for you. I have always wanted to add the ability for my characters to climb a ladder. Could you create a new movement mode to do such a thing with this system? If so, any possibility I can convince you to create a tutorial for that? Thanks
You absolutely can. I can look into it. My biggest challenge is when should we make the shift from standard ABP state machines (like Lyra was designed on) to motion matching and when should we shift from CMC to Mover.
so I'm wondering now if you swap movement modes, it should be locally predicted? so if you test it out with some lag, it should look fine for the client
I have not done a lot of multiplayer testing on the new code. since we are at version 0.0001 I am sure they will improve the local predication logic. My take is they have started to move away from the hard-coded CMC model. This release is far from perfect but it does signal a shift away. Just like Niagara took several releases to fully replace Cascade - I see the same model being applied here.
hopefully we can change the capsule shape and transform for prone movement
That appears to be the goal. they are breaking the hard link to the capsule.
I want to know about how works mover in multiplay games
it has network replication built in - HOWEVER it is an experimental release so it is not production ready. Look at the desync test maps. they are designed to test network desync correction.
Exactly, I gave up trying to add a climbing or flying system to my multiplayer exploration game when I realized that I was going to have to spend months and months researching and trying to code it all in to the CMC. With this new component on the horizon im gonna take a break working on character movement and maybe see if I can integrate it into my project later
Id love to get a simple example of how to make a move mode(and maybe transition) in blueprint. Doesnt have to be complicated
As a noncoder, its difficult been difficult to wrap my head around.
I am going to do something like that. there is a lot of interest in mover. have to figure out if I want it in Lyra or as a stand alone
@@Rukgul my vote would be standalone.
Cool video but image quality is low, don`t know why.
Its just a youtube thing, sometimes it takes a while after upload to show the other quality settings.
my end shows the 4k version just finished processing!
Instead of bolting crooked plugins to the engine, it would be more productive to develop the classes existing in the engine with support for backward compatibility.