Unreal Engine, Sprinting the right way #1: Explanation

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In this video I cover what we will be doing in this series and how we plan on setting up our sprinting via the character movement component.
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Hello, one question. If i want to introduce Crouch with Client Prediction and even Crouch Jump would i do this the same way as here or is this already replicated in BP? Because i read something the normal movement component is replicated already properly only the custom movement i introduce can't handle that?

DarkSession
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Hey! Thanks for your tutorials man, very helpful and the way you explain it makes good sense! Even though this is kind of a different topic - I was wondering if you have any knowledge in regard to decals (In-game sprays/graffiti implementations in this case)? I am currently working on ingame sprays, and I of course base it around DecalActor, however there are so many edge cases where your decal would appear stretched out if applied to specific places etc., etc. The maximum I can do to help alleviate this phenomenon is to rotate the decal accordingly based on surrounding nearby normals of the obstacles, which is what i do - however it's still incredibly flawed as you can probably guess (for example, if you spray on the edge of something, there are techically no obstacles so it doesn't properly rotate).

albertkam
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Would you be willing try make an emplaced weapon or make a tutorial for such a thing, such as a mortar

dasypher
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am I getting blind or the screen is too dark?

justplaying