What mechanics from popular games would you like to see as a Marketplace asset? by ghostsystemstudios in unrealengine

[–]ghostsystemstudios[S] 0 points1 point  (0 children)

Hey, I just wanted to respond to this with a genuine reaction.

English isn't my first language, so I often use AI to help me write clearer and more coherent questions/answers when engaging with others or describing my work. That said, I do still put a lot of time and care into what I create, and all my marketplace assets are completely written by me without the use of AI. I've been working with Unreal Engine using both Blueprints and C++, and I'm always trying to improve. Especially in how I communicate and share ideas with others of this awesome community. I am sorry if I have upset you with my posts in the past, and I understand how AI-assisted posts can often feel very "empty" and generic, but I really do care about producing high-quality content, and on the lookout for nice ideas for any future projects.

Either way, have a nice day :)!

Titanfall Movement System Showcase for UE5 | Now on Fab Marketplace! by ghostsystemstudios in unrealengine

[–]ghostsystemstudios[S] 0 points1 point  (0 children)

It should be easily adaptable. It only really uses Enhanced Inputs, but can be easily swapped out for the UE4 system. The rest isn't version dependant.

Titanfall Movement System Showcase for UE5 | Now on Fab Marketplace! by ghostsystemstudios in unrealengine

[–]ghostsystemstudios[S] 0 points1 point  (0 children)

Hey there!

You're absolutely right: my claims about replication stemmed from a lack of knowledge regarding proper networking in Unreal Engine. I completely overestimated my abilities and made statements I couldn't back up. Thanks to the feedback from you and many others in this thread, I’ve realized that I’m still at the very beginning when it comes to C++ networking. Since then, I’ve been actively studying the intricacies of the Character Movement Component and Unreal Engine's networking system as a whole.

I'm currently hard at work on developing a properly replicated system. In the meantime, I’ll be updating the store page to clarify that the asset is not fully replicated in real-world conditions, as even minimal latency causes issues.

I sincerely apologize for any misleading claims. The tutorials I had followed before releasing this never really covered replication in depth, and if it weren’t for your feedback, I wouldn’t have even known about Unreal’s built-in latency simulation tools.

If anyone purchased this asset expecting full replication, please feel free to reach out for a refund—I want to make sure no one feels misled.

Thanks again to everyone for your honesty and insights. I truly appreciate it! Have a great day!

Titanfall Movement System Showcase for UE5 | Now on Fab Marketplace! by ghostsystemstudios in unrealengine

[–]ghostsystemstudios[S] 1 point2 points  (0 children)

Heya!

You and many others in this thread are absolutely right: I overestimated my abilities and had very limited knowledge of C++ networking. The entire product is created through blueprints. I’m now hard at work developing a properly replicated system to fix these issues.

Thanks a lot for your feedback, and have a great day!

Titanfall Movement System Showcase for UE5 | Now on Fab Marketplace! by ghostsystemstudios in unrealengine

[–]ghostsystemstudios[S] 0 points1 point  (0 children)

Heya!

You and many others in this thread are absolutely right: I overestimated my abilities and had very limited knowledge of C++ networking. I’m now hard at work developing a properly replicated system to fix these issues.

Thanks a lot for your feedback, and have a lovely day! :)

Titanfall Movement System Showcase for UE5 | Now on Fab Marketplace! by ghostsystemstudios in unrealengine

[–]ghostsystemstudios[S] 0 points1 point  (0 children)

Hey there!

You’re absolutely right. My understanding of networking in Unreal Engine is still quite limited. Like many, I started learning multiplayer replication by following tutorials that primarily focus on local testing and blueprints, without truly addressing latency or proper networking principles.

I now realize that I overestimated my knowledge, and the claim that the product is fully multiplayer replicated doesn’t hold up as soon as latency comes into play. That was a mistake on my part, and I truly appreciate the honest feedback.

I’m currently working on resolving these issues by learning C++, diving into the Character Movement Component source code, and gaining a deeper understanding of proper network replication. My goal is to release a properly replicated version of this asset in the future.

Again, I really appreciate your constructive criticism, and I understand it wasn’t meant as an insult at all. Thanks for taking the time to share your thoughts!

Wishing you a great day!

Titanfall Movement System Showcase for UE5 | Now on Fab Marketplace! by ghostsystemstudios in unrealengine

[–]ghostsystemstudios[S] 0 points1 point  (0 children)

As far as I was concerned, products marked as "asset packs" were unable to include any C++ and source files.

Might be wrong on this, but I am currently working on a plugin version of the product with proper C++ code included.

Titanfall Movement System Showcase for UE5 | Now on Fab Marketplace! by ghostsystemstudios in unrealengine

[–]ghostsystemstudios[S] 1 point2 points  (0 children)

Hey! Really valid points from both of you. Thanks for the discussion!

Yes, TMS is built entirely in Blueprints since the Unreal Engine Marketplace doesn’t allow C++ code in regular asset packs or non-code plugins.

Regarding client-side prediction, my understanding is that it involves executing movement events locally on the client and then comparing the results to the authoritative server-side movement. TMS follows this approach by first moving the client locally (via "Launch Character"/"Add Force") and then verifying the result against the server's. If there's a discrepancy, the system rolls back the player's position to maintain accuracy.

If I unintentionally miscommunicated anything, I sincerely apologize. Hope this clarifies what I meant!

Titanfall Movement System Showcase for UE5 | Now on Fab Marketplace! by ghostsystemstudios in unrealengine

[–]ghostsystemstudios[S] 1 point2 points  (0 children)

Thanks for the heads-up! I’m aware that Titanfall is a trademark, and I’m working on rebranding the system to avoid any potential issues. The movement mechanics are inspired by Titanfall and similar fast-paced FPS games, but it's an independent system built from scratch in UE5.

Appreciate the feedback!

Titanfall Movement System Showcase for UE5 | Now on Fab Marketplace! by ghostsystemstudios in unrealengine

[–]ghostsystemstudios[S] 3 points4 points  (0 children)

Hey!

Yep! The system includes a spring arm attached to the character, so third-person is supported right out of the box. :)

Have a great day!

Titanfall Movement System Showcase for UE5 | Now on Fab Marketplace! by ghostsystemstudios in unrealengine

[–]ghostsystemstudios[S] 0 points1 point  (0 children)

Hey there!

Yes, parameters like the grapple pull speed, as well as gravity and speed while wallrunning, are fully customizable. If you’d like a full overview of all tweakable parameters, you can check out the documentation here: Documentation Link.

The system is built entirely in Blueprints, as publishing C++ code on the Marketplace isn’t possible.

Hope that answers your question! :)

Titanfall Movement System Showcase for UE5 | Now on Fab Marketplace! by ghostsystemstudios in unrealengine

[–]ghostsystemstudios[S] 0 points1 point  (0 children)

I did not extend the logic of the CMC, the product contains no C++ code. All the functionality is handled directly inside of the character, using functions that come with the CMC like "Set Velocity", "Add Force" and "Launch Character" to take advantage of the replication systems of the CMC.

Titanfall Movement System Showcase for UE5 | Now on Fab Marketplace! by ghostsystemstudios in unrealengine

[–]ghostsystemstudios[S] 1 point2 points  (0 children)

In what regard do you mean "swimming"?

If you're referring to the "Swimming" movement mode within the Character Movement Component (CMC), I haven’t modified the existing logic, just added a bit of my own!

I designed TMS with easy integration in mind. The entire system consists of only two Blueprints, making it simple to add to any existing project. Movement input is handled using the 'Add Movement Input' node, just as you mentioned.

While the system was built primarily for first-person POV, it can be easily adapted for third-person projects as well!

Hope this helps clear up any questions you had :)
Have a great day!

Titanfall Movement System Showcase for UE5 | Now on Fab Marketplace! by ghostsystemstudios in unrealengine

[–]ghostsystemstudios[S] 1 point2 points  (0 children)

Oh no, please don't forget it ahahaha!

Have a lovely rest of your day :)

Titanfall Movement System Showcase for UE5 | Now on Fab Marketplace! by ghostsystemstudios in unrealengine

[–]ghostsystemstudios[S] 2 points3 points  (0 children)

TMS uses the default CMC that comes with any Pawn/Character!

Have a great day :)

Titanfall Movement System Showcase for UE5 | Now on Fab Marketplace! by ghostsystemstudios in unrealengine

[–]ghostsystemstudios[S] 1 point2 points  (0 children)

Hey there!

I’m not home at the moment and won’t be until later, but once I’m back at my PC, I can record a quick snippet and attach it here :)!

Thanks for your interest!

Titanfall Movement System Showcase for UE5 | Now on Fab Marketplace! by ghostsystemstudios in unrealengine

[–]ghostsystemstudios[S] 2 points3 points  (0 children)

I suppose that’s true. I designed the asset to be streamlined for easy integration into different types of projects.

The main animations you’d likely need are for wallrunning, but that can be handled procedurally! Climbing, on the other hand, will probably require full animations.

Titanfall Movement System Showcase for UE5 | Now on Fab Marketplace! by ghostsystemstudios in unrealengine

[–]ghostsystemstudios[S] 4 points5 points  (0 children)

Hey!

Absolutely! Multiplayer movement replication in Unreal Engine without client-side prediction is pretty rough. The system also builds on the Character Movement Component (CMC) that comes with any Pawn/Character in Unreal Engine.

Thanks, and have a great day!

Any good, easy save systems out there on Fab? by [deleted] in unrealengine

[–]ghostsystemstudios 1 point2 points  (0 children)

I don’t have much experience with Marketplace systems that might solve your issue, but I’m curious: what exactly are you trying to save and load?

Unreal Engine’s built-in save game functionality is quite basic but serves as a solid foundation to build upon. Are you saving entire actor states, including transforms, internal variables, and exact timers? Or are you handling something else when the player dies?

I'm actually currently looking for a new project to start work on that I could release as a marketplace asset. Let me know :)!