Unreal Engine 4 character gravity freedom

Sdílet
Vložit
  • čas přidán 28. 08. 2024
  • Custom Unreal 4 Character with 6 Degrees of Freedom gravity reference frame that allows players to walk on walls and with vehicle boarding action! As always, it works on multiplayer enviroments.
    Music Credits -
    Pookatori and Friends Kevin MacLeod (incompetech.com)
    Licensed under Creative Commons: By Attribution 3.0 License
    creativecommon...
    Dropship model downloaded from www.cadnav.com

Komentáře • 30

  • @MrJulianOats
    @MrJulianOats Před 2 lety +3

    Since you aren't putting up any info/tutorial on the code behind this, would you consider putting it on the marketplace? It'd be unbelievably helpful for a whole lot of people.

  • @teroblepuns
    @teroblepuns Před 4 lety +1

    This is exactly what I was looking for but couldn't find any videos of for Unity

  • @madebyrasa
    @madebyrasa Před 4 lety +3

    amazing. would love to see how to do this

  • @HeavensDisciplesGames
    @HeavensDisciplesGames Před 3 lety +1

    This is amazing work.
    How did you get the character to inherit the car and spaceship's velocity while jumping?
    When my character pawn jumps it gets displaced from its position.
    Also, are you using a listen or dedicated server for your multiplayer?

    • @felizgar
      @felizgar  Před 3 lety +1

      Hi! Im using custom made pawn and movement component; I copied and pasted the character and charactermovementcomponent and modified every line of code that handles gravity and orientation to account for 6 degrees of freedom;
      @When my character pawn jumps it gets displaced from its position.
      I experienced the exact same issue: In the original 'CharacterMovementComponent' there's a function called 'UpdateBasedMovement'; This handles the position and rotation of character when walking above a body, -including terrain and vehicles-.
      The original Unreal character aligns itself always to a vertical gravity, but if you want to align it to any gravity orientation like in your spaceship project, then you need to snap the character capsule to a position above the desired foot place, capsule rotated by the new rotation of the spaceship, which appears that you already handled it.
      The displacement of the pawn when jumping happened to me because this rotation of foot to capsule displacement, you have to handle the orientation in separate cases of whether your character is walking on the rotating ship or if its jumping inside the area of effect of a ship; When its jumping, you don't need to transform the location and rotation towards the footing,. Also I included a volume for the ship to handle if character is inside the area of effect of the ship.
      Im gonna upload a video showing the jumping inside the ship's reference frame to show it, tell me if what I described is ok.
      And for the video I was using a listen server.

    • @HeavensDisciplesGames
      @HeavensDisciplesGames Před 3 lety +2

      @@felizgar That's brilliant. Thanks much, Francisco. I definitely look forward to watching the video.

    • @felizgar
      @felizgar  Před 3 lety +1

      @@HeavensDisciplesGames Thank you, you can watch the new video here:
      czcams.com/video/RVXm_0mBUf4/video.html

  • @wolfgangsam4652
    @wolfgangsam4652 Před 2 lety

    Very nice!

  • @furkanmutlu3093
    @furkanmutlu3093 Před 2 lety

    This is amazing!!!!! Can you share your example scene and gravity scripts ???

  • @frajet
    @frajet Před 5 lety

    Hello, it looks very smooth! Is this made using BP or by creating custom c++ movement component? Do you add forces or manipulate velocity or how do you change gravity? Do you have any tutorial or blog to read more about custom gravity?

    • @felizgar
      @felizgar  Před 5 lety +3

      Hi, sorry for the late response. This is a custom pawn with its custom movecomponent made in c++. It is essentially the same as the default character, but I gave it some changes: The capsule is simulating physics, so as to interact properly with other physics objects. Gravity has been upgraded in each and every instance in code that the default vertical downward force was expected, along with the calculations needed to simulate an undefined floor angle. As for the smoothnes, I appreciate very much that you noticed because it was a pain in the ass to handle those darn quaternions to make it look like the original.
      Id really like to share this codes but as of right now epic doesnt allow sharing more than 30 lines. Im looking for a way to be more present with other developers. See you s15458

    • @kimnorth7060
      @kimnorth7060 Před 5 lety +1

      @@felizgar Can you do a tutorial on this?

    • @uhkihku6498
      @uhkihku6498 Před 4 lety

      Francisco E I love your project, but I would also love if you made a tutorial in C++ because I want to do a Sonic The Hedgehog Framework but I have no Idea on how to have a directional gravity for him to pass through loops (like a hotwheel car) if you could explain me how to reproduice your dynamic gravity systeme it would be so cool : )

  • @ShineLouder
    @ShineLouder Před 4 lety

    Are you going to show how you did it?

  • @samhein321
    @samhein321 Před 2 lety

    Hello, could you add this to unreal marketplace or give a free download or do a tutorial? I'm sure a lot of people would buy/download it.

  • @BetaTester
    @BetaTester Před 3 lety

    Will you ever make this public?

  • @momomadi2
    @momomadi2 Před 3 lety

    are u gonna put this on market place or sharing it ?

  • @AlphaOmega
    @AlphaOmega Před 3 lety

    no tutorial ? only show ?

  • @GoldenJan
    @GoldenJan Před 4 lety

    How did you managed that? Show some of the Code to understand pls

  • @sdrawkcab_emanresu
    @sdrawkcab_emanresu Před 5 lety +1

    can you make a toturial or a download link pls?

    • @hjlhgk
      @hjlhgk Před 5 lety +1

      "Danke das du dich so gut darauf verstehst mich zum lachen zu bringen.
      " dassdas.de

    • @sdrawkcab_emanresu
      @sdrawkcab_emanresu Před 5 lety

      Folgst du mir jetzt überall hin oder was? Hast du nichts besseres zu tun? Ich bedauere dich wirklich.
      Und DAS du CZcams Kommentare korrigierst ignoriere ich jetzt einfach mal und lass dich in dem Glauben du seist lustig.

    • @hjlhgk
      @hjlhgk Před 5 lety +1

      @@sdrawkcab_emanresu
      "Volgst" lol
      nichts * Besseres
      Und * DASs du

    • @sdrawkcab_emanresu
      @sdrawkcab_emanresu Před 5 lety

      @@hjlhgk Dass du Rechtschreibfehler korrigierst zeigt, dass du inhaltlich nichts mehr zu sagen hast. Da du noch nie welche hattest, bist du einfach nur ein erbärmlicher typ, der nichts besseres zu tun hat, mir durch Kommentare zu folgen leere Phrasen zu schreiben und Dingen wie groß und klein Schreibung zu korrigieren. Nichts was du bisher geschrieben hast hatte bisher irgendeinen argumentativen Inhalt. Ich bin es leid auf deine Kommentare einzugehen, wenn du zu feige bist dich mit den Inhalt meiner Antworten zu befassen.

    • @sdrawkcab_emanresu
      @sdrawkcab_emanresu Před 5 lety

      @@hjlhgk Hast du es echt nötig deine eigene Kommentare zu liken?

  • @Leorvibes
    @Leorvibes Před 5 lety

    looks mario galaxy