I didn’t expect this project get so much positive feedback. I’m really happy about that — even though it’s still more of a prototype than a finished product.
David Pusher released RDR System, a C++ project that integrates ALS and GASP with Motion Matching, along with seamless switching between third- and first-person perspectives.
Get it for free: https://t.co/TnA2YdDUhz
@clongmire42@80Level I’ll be looking forward to it!
I love GASP, and when I started out, I thought it would be pretty simple to just put a rifle into a character’s hands..
Oh, how wrong I was :)
Many of those 'Offset Root Bone' issues have been shelved for now.
released C++ system that combines ALS and GASP with Motion Matching — plus smooth switching between third and first person views
#UnrealEngine5#UE5#GameDev
Work on the randomize variable in Chooser. Essentially, it randomly selects an animation from 5 databases, which is quite inconvenient. Why not just put all five crouch animations into one database for this?😴
#UnrealEngine
FutureVelocity being slower on clients than on the server is likely due to network latency or differences in processing speeds between the client and server. Honestly, I’m not sure what the cause is.
But I still couldn’t get the pose selection system to work smoothly. The movement loop still produces inconsistent results compared to running without the Replicated system.
The main issue I couldn't fix is "knee popping" when walk or run. Leg IK should fix this, but it's not working perfectly for me. Maybe I should change the IK setup or wait for version 5.5
A breakdown on mixing Advanced Locomotion System and Echo System. It took a little longer, but gave a better look code in the different systems in #UnrealEngine5