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UT2004 Movement Mutator [7/11/18]
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Laambo repliedwould it be possible to get this same mutator without making the player smaller to compensate for current stock/default maps!? using this in Giant maps with a Zark or even ig the players become soo tiny it makes it hard for us even wearing glasses to spot/see the enemy! lol
Love the mut. but I would prefer to keep player size "as is"!
.... maybe a 2nd version or a toggle in the mutator menue!????
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Ghiacciolo repliedWOW...this mutator is perfect! are there some eu server running it?
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Calypto repliedYes. Apart from ease of use, blueprint seems to lack basic functionality that UScript had, which is really bad. I believe it's not possible to remove sliding, the additional dodge after doing a dodge, or elevator boost dodging. I really hope they add these options to the blueprint default properties. I can't truthfully call it a UT2004 movement mutator with these major issues.
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RattleSN4K3 repliedGood to know that it fixes the problem. Settings the values directly from the details panel should work fine, I just used the ConstructionScript for more convience due to having the other meshes/component also scale by percentage.
AFAIK, there's no way to replace the constructed component such as the CollisionComponent. This is what I really miss compared to what UnrealScript had allowed. In C++ it would be possible...
Code:AMyCustomCharacter::AMyCustomCharacter(const class FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer.SetDefaultSubobjectClass<UBoxComponent>(ACharacter::CapsuleComponentName)) {
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Calypto repliedOriginally posted by RattleSN4K3 View PostSolving that issue, you can scale the CapsuleComponent by setting the size and not the engine "Scale" property. Do so by adding some code in the construction script.
... additionally by clearing out the capsulecomponent's scale
From what I can tell, it's not possible to change the capsule to a cylinder collision for the player without redoing UTCharacter, is it? UE4 seems to only like capsules for players.
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RattleSN4K3 repliedI've noticed some warping in the editor and checked some values. I saw you were scaling the collision component (CapsuleComponent). Scaling collision objects not always work well since scaling is less checked (by the developers). In this case the movement replication (and the interpolation, making movement smooth) is likely bugging.
Solving that issue, you can scale the CapsuleComponent by setting the size and not the engine "Scale" property. Do so by adding some code in the construction script.
... additionally by clearing out the capsulecomponent's scale
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RattleSN4K3 repliedOriginally posted by Calypto View PostI initially found out because a server owner messaged me saying they had warping when running the mutator. I tested it in the editor, and had the same issue. I'd like to note that the server player doesn't have any problems, just the clients.
I've modified almost every value. Gravity, dodge speed, walk speed, dodge height, jump height (and double jump), landing speed factor, landing inertia, acceleration, player size, capsule size, etc. As close as I could get it to UT2004 movement.
Edit: Not even "slomo" works nowadays in editor. ...Last edited by RattleSN4K3; 07-22-2017, 07:01 AM.
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Calypto repliedOriginally posted by RattleSN4K3 View PostAre you sure the warping does not happen with the mutator nor running but playing on the same server with the same computer? What values did you modify?
I've modified almost every value. Gravity, dodge speed, walk speed, dodge height, jump height (and double jump), landing speed factor, landing inertia, acceleration, player size, capsule size, etc. As close as I could get it to UT2004 movement.
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RattleSN4K3 repliedWith that setup, there's no problem with your code/replication etc.. The Pawn class is replaced by your mutator on runtime but the server is spawning the class for both sides which is then simulated. It is likely additoinal code is added to the base character (UTCharacter) and/or some values don't work well together with how you set these up. And also, the engine can still have some issues.
Are you sure the warping does not happen with the mutator nor running but playing on the same server with the same computer? What values did you modify?
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Calypto repliedOriginally posted by RattleSN4K3 View PostThe mutator isn't the problem... if you are only replacing the Pawn class.Originally posted by exo7341 View PostI actually had similar issue with my vehicle - I needed player to stay in place when he controls a vehicle... so I did that via direct location manipulation in Tick. It worked fine offline, but caused player warping online. So, I think since location is dependent on velocity/acceleration too - direct affecting those on runtime could also cause problems (if you have something like that in your code).
You're overestimating me. All I'm doing is extending UnrealTournament.UTCharacter and using modified values, then swapping out the pawn using the mutator blueprint as shown above. Nothing fancy at all. This isn't done at runtime, is it?
I tried extending BaseUTCharacter and moving the values there and still had the sync issues. The pawn itself has no blueprint code, just the mutator. Perhaps modified values in the new pawn class are changed at runtime? Although, I don't see how this is a problem if the pawn is swapped with a new one. And yes, I'm changing velocity/accel/gravity values and as suggested above, may be the hardcoded ones. If so, I'm screwed. Proper movement replication is a complex task and certainly above my skill level.Last edited by Calypto; 07-21-2017, 08:27 AM.
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exo7341 repliedI actually had similar issue with my vehicle - I needed player to stay in place when he controls a vehicle... so I did that via direct location manipulation in Tick. It worked fine offline, but caused player warping online. So, I think since location is dependent on velocity/acceleration too - direct affecting those on runtime could also cause problems (if you have something like that in your code).
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RattleSN4K3 repliedOriginally posted by Calypto View PostI checked the Replicates, Replicate Movement, and Net Load on Client checkboxes for the mutator class, but it still doesn't work.
By replacing the Pawn class, replication is fine per se. The client does use the default values of your custom class just fine. ... unless you are modifying movement values on runtime dynamically. Without knowing how you really implemented the Pawn class, I would agree with what exo initiall said, the movement itself in conjunction with your custom code (e.g. Tick/Timer/Delay etc.). Some values are hardcoded and optimized to work for a specific case in which case using some other values (modded ones) could result into undesired behavior such as this warping you get.
For testing, fully override "PlayJump" and "OnDodge". There's a lot of "Bob" Epic is adding when the character jumps, lands etc.
Also, you could log the position/rotation (and diff) with a Tick and the inventory event for "Dodge" (with a custom inventory or the one you've also added "BP Shield Gun")... on client and server. Also, with "DodgeOverride" to log the state of the Pawn before the Dodge jump is executed.
Originally posted by Calypto View PostAfter a few hours of testing, I think it has to do with how the actual mutator is executed. Event Init is run from the server, where I believe it doesn't hand over authority to the client to do movement.
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Calypto repliedOriginally posted by exo7341 View Post
My suggestion would be trying Dedicated Server option in Editor:
After a few hours of testing, I think it has to do with how the actual mutator is executed. Event Init is run from the server, where I believe it doesn't hand over authority to the client to do movement. I'm not sure how to do this. Alas, the slideshow movement happens with the default movement too.Last edited by Calypto; 07-19-2017, 07:59 AM.
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