Please do a tutorial on your climbing system! The climb points system is one of the best I've seen on youtube and I've been trying to build my own in 5.4 for the last few weeks. Have a working system but its far buggier than yours currently. P.s. live retargeting seems too expensive. Retargeting annoying but if that process was cleaned, less compute expensive per character at scale.
sorry, forgot to actually give you my feedback on Motion matching. First impressions are that I love it. But I need to see it not be too resource demanding. So far, I would definitely use this in my player character, but maybe not so much for my NPC's. I will need to do some testing with fully MM actors, both player character and enemies in combat just to see how the FPS holds up. Also need to get used to making the perfect marriage between locomotion movements + combat movements. Got so used to how it works using "states" that I am not entirely sure how to make it work with MM. Either way, this is the future and I am diving into it now to stay ahead of the curve.
Hey man this looks really cool ! I, myself, just started to try and plug the GAS mechanics into one of my other projects but am struggling with trying to "wire" up some of the other functionalities so that it all blends together. Some of these other projects I have just "dont play nice" with each other, lol. Regarding the traversing, everything looks perfectly climbing up and jumping over, but is there anything in there that works climbing downward ? For example, instead of just "falling off" that ledge you just climbed up, is it possible to "climb down" it instead ? I guess that would only make sense depending on the distance between the top ledge to the bottom floor.
Please do a tutorial on your climbing system! The climb points system is one of the best I've seen on youtube and I've been trying to build my own in 5.4 for the last few weeks. Have a working system but its far buggier than yours currently. P.s. live retargeting seems too expensive. Retargeting annoying but if that process was cleaned, less compute expensive per character at scale.
I have been following your project for a while, dude This game looks so good fam🙌 keep going
Thanks. I Really appreciate that and I will.
Very cool! Looks good! Im excited to get back to my project with the new tech in v5.5 later this year.
sorry, forgot to actually give you my feedback on Motion matching. First impressions are that I love it. But I need to see it not be too resource demanding. So far, I would definitely use this in my player character, but maybe not so much for my NPC's. I will need to do some testing with fully MM actors, both player character and enemies in combat just to see how the FPS holds up. Also need to get used to making the perfect marriage between locomotion movements + combat movements. Got so used to how it works using "states" that I am not entirely sure how to make it work with MM. Either way, this is the future and I am diving into it now to stay ahead of the curve.
Hey man this looks really cool ! I, myself, just started to try and plug the GAS mechanics into one of my other projects but am struggling with trying to "wire" up some of the other functionalities so that it all blends together. Some of these other projects I have just "dont play nice" with each other, lol. Regarding the traversing, everything looks perfectly climbing up and jumping over, but is there anything in there that works climbing downward ? For example, instead of just "falling off" that ledge you just climbed up, is it possible to "climb down" it instead ? I guess that would only make sense depending on the distance between the top ledge to the bottom floor.