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[代码插件] VaultIt! Multiplayer Vaulting System 1.0.1.1虚幻UE5.0跳跃

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发表于 2023-3-15 14:47:51 | 显示全部楼层 |阅读模式
支持的引擎版本UE5.0
























Foreword
You do not need to know GAS (Gameplay Abilities System) to use this plugin. For most people, it will easily work if you follow the tutorials. Everyone will want to do the tutorials!

However, if you are integrating with other assets, depending on the other asset, it can require intermediate/advanced level of C++, read the wiki first to make sure you understand what is required.

There is also a large amount of customization and parameters you can modify to change behaviour and may feel a little overwhelming, but everything is covered by tutorials. It really is a full fledged system that factors everything within reason.

Fully usable, extendable, customizable in blueprint - however custom logic will perform better in C++, especially if its on tick.

I'm a programmer doing my best to animate because I can't resell other people's animations, so please replace with your own for much prettier results ;)

Disclaimer
As of now, there are two issues: Vaulting has severe animation jitter when playing in multiplayer and viewed as a client (player) that affects AI and Listen Server only. This is an engine bug. And characters not using Z-Up (Arbitrary Orientation) sometimes teleport when vaulting with latency; this is a problem with a specific plugin rather than VaultIt. I chose to go ahead with release because these issues wont affect everyone.

The assets in the Showcase video are not necessarily included. Please see the technical overview video for what is included.

Technical Details
Features:
Based on Gameplay Abilities System (GAS), but you don't need to know it at all to use or integrate VaultIt
Multiplayer ready with prediction
Doesn't desync even at extreme latency (800ms+) unless it should (packet loss, hacking, unpredictable collision, etc)
Handles desync corrections properly (even in extreme environments, inputs result in vaulting properly)
Proper net serialization (compression) and bandwidth consumption optimization
Anti-Cheat
Designed to work with mixed or minimal mode ASC instead of full and handles simulated replication manually for optimization
Procedural vault height (not hard-coded to animation vault height)
Driven by root motion animations
Motion Warping (works in UE4 & Improved)
Full-Body IK for correct hand placement (works in UE4)
does not require any IK bones
Supports non-UE4 skeletons with different bone orientations
Fully modular setup supports Characters, AI, and maybe Pawns (read Wiki)
Includes First Person example (basic setup with FP/TP switching)
Auto-Vault for players and AI with per-movement mode bitflags
Multiple pre-defined vault heights and animations with support for any type of movement state
Multiple animations for each state with net sync randomization
Built with extension and integration in mind


前言
你不需要知道GAS(游戏玩法能力系统)来使用这个插件。对于大多数人来说,如果你遵循教程,它会很容易工作。每个人都想做教程!

然而,如果您正在与其他资产集成,这取决于其他资产,它可能需要中级/高级的c++水平,请先阅读wiki以确保您了解所需的内容。

还有大量的自定义和参数,你可以修改来改变行为,可能会感觉有点不知所措,但所有的内容都有教程。它确实是一个成熟的系统,可以合理地考虑一切因素。

完全可用,可扩展,可在蓝图中自定义-然而自定义逻辑在c++中表现更好,特别是在它启动的情况下。

我是一名程序员,我尽我所能制作动画,因为我不能转售其他人的动画,所以请用你自己的动画代替更漂亮的结果;)

免责声明
到目前为止,有两个问题:在多人游戏中,跳跃有严重的动画抖动,并且被视为只影响AI和监听服务器的客户端(玩家)。这是引擎故障。没有使用Z-Up(任意方向)的角色有时会在跳跃时传送延迟;这是一个特定插件的问题,而不是VaultIt。我选择继续发布,因为这些问题不会影响到每个人。

Showcase视频中的资产不一定包括在内。请参阅技术概述视频了解所包含的内容。

技术细节
特点:
基于玩法能力系统(GAS),但你根本不需要知道它来使用或集成VaultIt
多人模式预测
即使在极端的延迟(800ms+)也不会去同步,除非它应该(丢包,黑客,不可预知的碰撞等)
正确地处理不同步修正(即使在极端环境中,输入也会正确地导致跳变)
适当的网络序列化(压缩)和带宽消耗优化
防作弊
设计用于混合或最小模式ASC,而不是全模式ASC,并手动处理模拟复制以进行优化
程序拱顶高度(不是硬编码到动画拱顶高度)
由根运动动画驱动
运动翘曲(工作在UE4 &改进)
全身IK用于正确的手部位置(适用于UE4)
不需要任何IK骨
支持不同骨骼方向的非ue4骨架
完全模块化的设置支持角色,AI,也许还有兵(阅读Wiki)
包括第一人称的例子(FP/TP切换的基本设置)
自动vault的玩家和AI与每移动模式位旗
多个预定义的vault高度和动画,支持任何类型的移动状态
多个动画的每个状态与网络同步随机化
在构建时考虑了扩展和集成





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