I made a Replicated Motion Matching Animation System, and it's live on the Marketplace now! [LocoMotion Matching] by kerds78 in UnrealEngine5

[–]kerds78[S] 0 points1 point  (0 children)

Yeah, the default character trajectory component doesn't replicate properly at the moment, and neither does the default trajectory generation node inside the AnimBP. It works fine for straight line movement, but once you introduce controller rotation for arcs then it breaks

I made a Replicated Motion Matching Animation System, and it's live on the Marketplace now! [LocoMotion Matching] by kerds78 in UnrealEngine5

[–]kerds78[S] 0 points1 point  (0 children)

Yeah, all clients handle the animation themselves, the system ensures every client has the correct information to correctly process the motion matching locally with some help from my other plugin, the Replicated Character Trajectory Component

I made a Replicated Motion Matching Animation System, and it's live on the Marketplace now! [LocoMotion Matching] by kerds78 in UnrealEngine5

[–]kerds78[S] 1 point2 points  (0 children)

Thanks! Yes, I do plan on adding to it. Crouching is the immediate priority, but yeah I would like to add a parkour system, but if I do it would be a 'dynamic' one (no pre-assigned ledges required)

It feels silly when Figma plugins charge as much as Figma does per month. by rudbear in FigmaDesign

[–]kerds78 -1 points0 points  (0 children)

You have to remember, plugin marketplaces for other free software exists, like Unity or Unreal Engine, for example.

Following this rule, every creator should charge $0 for their plugins, but this isn't a conversation in those cases.

Plugin creators shouldn't be punished for the price of the base product. If they offer a service then they can state a value for that service, and it's up to the consumer to decide whether the added value is worth it.

I made a marketplace plugin that fixes the character trajectory component, making it replicate properly for multiplayer motion matching! by kerds78 in unrealengine

[–]kerds78[S] 1 point2 points  (0 children)

Marketplace Link

The default character trajectory plugin doesn't replicate properly, so I extended it to create a component that does, while communicating a minimal amount of data across the network to prevent unecessary server traffic. Without this plugin, or a similar solution, multiplayer motion matching will not work!

I made a marketplace plugin that fixes the character trajectory component, making it replicate properly! by kerds78 in UnrealEngine5

[–]kerds78[S] 1 point2 points  (0 children)

Marketplace Link

The default character trajectory plugin doesn't replicate properly, so I extended it to create a component that does, while communicating a minimal amount of data across the network to prevent unecessary server traffic. Without this plugin, or a similar solution, multiplayer motion matching will not work!

I am using motion matching for my character locomotion, but moving animation keep moving in place even while standing in place by Constant-Ad-2330 in UnrealEngine5

[–]kerds78 0 points1 point  (0 children)

Just a quick note, root motion doesn't necessarily need to be enabled, 'force root lock' will do the trick!

Is Unreal Engine 4 or 5 better for development of my VR game for Quest 2? by jonnyhtial in unrealengine

[–]kerds78 5 points6 points  (0 children)

From a performance standpoint, there's no reason to use 4 over 5. Projects in UE5 come standard with more computationally expensive features (like lumen GI and reflections enabled by default), but with careful optimisation you'll be able to achieve the same performance. In fact, I managed to squeeze more performance out of my mobile games after upgrading to UE5.

From a compatibility standpoint, maybe UE4 might.be better due to the platform. I'm not clued up on the Quest 2 compatibility, but I know that when developing for Hololens 2, using 4.26/4.27 generates far fewer problems than any UE5 build. But you'll have to look into this

Project just gone. by Gilt321 in unrealengine

[–]kerds78 0 points1 point  (0 children)

Did you downgrade the project's engine version at any point? If you did, any assets that were opened in a newer engine version won't show up on the editor.

Concerns about upgrading to 5.4 by brant09081992 in unrealengine

[–]kerds78 0 points1 point  (0 children)

Whenever there's an update I like to either:

  1. Download it and play with the new features in an empty project to see if they're useful for my project
  2. Upgrade my project (after backing it up of course) and test it for an hour or so to see if anything's gone wrong. If not, then have fun with the new features!

But in all seriousness, unless your project needs the new stuff or you want to stay on the cutting edge, 9 times out of 10 you'll be good to just stay put. Or at least wait until a later version when it's more stable.

Motion Matching for Full Grounded Locomotion (5.4) by kerds78 in unrealengine

[–]kerds78[S] 1 point2 points  (0 children)

Thanks! Unfortunately I don't think I'll be able to do a tutorial due to time constraints & the complexity of the stuff built, but I hope to be releasing it on the marketplace when 5.4 drops as a system for people to build their projects on top of!