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HL2-style, classic FPS movement for Unreal Engine implemented in C++

Home Page: https://www.projectborealis.com/movement

License: MIT License

C# 0.43% C++ 99.57%
unreal unreal-engine unreal-engine-4 unreal-engine-plugin ue4 ue4-plugin ue4-plugins half-life-2 half-life source-engine

pbcharactermovement's Introduction

PBCharacterMovement

Project Borealis character movement component.

Includes all your standard classic FPS movement from HL2:

  • Strafe bunnyhopping
  • Accelerated back hopping (and forward and back hopping)
  • Strafe boosting
  • Circle strafing
  • Surfing
  • Ramp sliding/trimping/collision boosting
  • Wall strafing
  • Smooth crouching and uncrouching
  • Crouch jumping
  • Optional pogo jumping (automatic bunnyhopping): move.Pogo cvar
  • Optional forward bunnyhopping: move.Bunnyhopping cvar

More info in this blog post: https://www.projectborealis.com/movement.

Binaries

Binaries are compiled for 4.27, and will work on C++ projects.

If you have a Blueprint project, you must upgrade to a C++ project, or else the game will fail to package.

If you are using a different version of Unreal Engine, you will need to recompile the plugin.

Redistribution note

Our ladder movement code and sprinting speed logic is game specific and is not publicly redistributed at this time.

Instructions

  1. Paste the PBCharacterMovement folder into your project's Plugins/ folder.
  2. Open your Unreal Engine project.
  3. Add input action bindings for jump and crouch (Settings > Project Settings > Engine > Input). Add axis bindings for forward, right, look up and turn.
  4. Create a new player controller in Blueprint or C++. Here's a simple Blueprint example.
  5. Create a Blueprint child class of PBPlayerCharacter.
  6. Create a gamemode with Default Pawn set to your Blueprint character class, and Player Controller set to your player controller.
  7. Enjoy the movement!

You may also want to use HL2 gravity settings. Go to Settings > Project Settings > Engine > Physics > Constants > Default Gravity Z and set it to -1143.

Additionally, your default physics material should have a friction of 0.8 and restitution of 0.25 if you want Source defaults.

pbcharactermovement's People

Contributors

mastercoms avatar narukimato avatar scouseteryaki avatar solarysdev avatar tomlister avatar

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pbcharactermovement's Issues

PBMove Step Sound Objects do not get destroyed after finishing audio?

I was playing around with the PBCharacterMovement class in UE5, I added some sounds, and I noticed whenever a step sound is played in test mode, the object counter increments, but never decrements after playing the sound, correct me if I am wrong but arent sound objects supposed to self destruct after finishing the audio?

Camera on uncrouch get too adjusted to capsule end

When uncrouch the camera get too close to the end of the capsule, as result on collisions the camera ends inside meshes or on middle point.

A parameter to limit the distance between capsule half size and % between end could be a good point

Unreal Engine 5.0.2 compiled fail

Thanks for your sharing!

Excuse me, I'm new to Unreal Engine, when I place the PBCharacterMovement folder into my UE's project folder/Plugins, and open UE5, it shows the following error:
"The following modules are missing or built with a different engine version: PBCharacterMovement. Would you like to rebuild them now?"
image

After clicking yes, it goes to a new error:
"XXXX could not be compiled. Try rebuilding from source manually."
image

Can somebody give me some instructions to solve this problem, please?

Strange 'step up' behavior when jumping onto high enough platforms

Video: https://streamable.com/dqi9vr

I'm just wondering if this is intended, or if its a bug? I've tried messing with all sorts of settings, the min/max step height, I've tried turning the MID_AIR_STEP stuff on and off, but this still happens regardless, is there a way to stop it happening? stepping up stairs would be and does work fine, but this seems to 'warp' the character up almost 40 units (you can see on the showpos text, normal jumping is fine but onto platforms it 'warps' up from 140 to 170) and just feels and looks really unnatural to me

Noclip

Exiting from noclip mode resets Z velocity.

error C2027: use of undefined type 'FDamageEvent'

If you create a new Unreal 5.1 Project with C++ and No starter content, and add this Repository as a plugin then the following error appears:

error C2027: use of undefined type 'FDamageEvent'

In PBPlayerCharacter.cpp

Adding the following fixed this for me:

#include "Engine/Classes/Engine/DamageEvents.h"

How to set plugin up

Hey I was wondering how to set this plugin up with UE 5.1 as Unreal states the plugin is out of date.

version 1.0.6

Not sure why, but the plugin doesn't want to start. unreal version 4.26.1. I threw it as it should in Plugins / in my project
Desktop Screenshot 2021 03 24 - 22 53 49 08

Networked Player Movement Support

This might already be supported, but I was curious to know if this system works well with UE4's networking systems. Additionally, would it be possible to add the more robust networked movement of, say, TF2 and CS:GO instead of HL2's original networking design?

I know that UE4's UCharacterMovement component supports networked movements with basic rollback / prediction, but was curious to know if this set of components works with their networking systems?

Add a version with Box Collision (Axis Aligned Bounding Box)

Currently this uses Capsule Collision but it would also be nice to have a version with a Box Collider that doesn't rotate, much like actual HL2. Capsule Collision also has this problem where when I'm standing near the edge of a surface and jump, I end up sliding off it which can get annoying and would never happen in any Source Engine game.

Change UPBPlayerMovement properties

Hi,

How can I change the properties in UPBPlayerMovement?
Like what kind of blueprint do I need to create?
(I prefer not to change the value in the PBPlayerMovement.cpp file).

This is one of the many things I tried:

Screenshot_20221124_121157

'PBPlayer Movement' does not inherit from 'Character' ( Cast To PBPlayerMovement would always fail).

I understand the error, I just don't understand on where and how to use the SET Air Acceleration Multiplier Node.

Surfing

How can I use the surfing feature? I tried with just a box rotated in 45 degrees but didn't work.

Questions about scalings and values

Hi.
Yesterday I set up my own UE4 project using your PBCharacterMovement. I tested it and it works. My goal is to recreate Half-Life 1: Adrenaline Gamer movement in my project. I am using HammUEr to bring my own HL1 maps into UE4. Can somebody explain how to translate HL1 scalings and values to the UE4 PBCharacterMovement project?
On this GitHub page you recommend using HL2 gravity settings for PBCharacterMovement projects.
From what I know HL2 uses sv_gravity 600 and HL1 uses sv_gravity 800. What formula do I have to use to convert these values (convert sv_gravity 600 to Default Gravity Z = -1143)?
And I have another similar question: When I import my Source Engine maps into UE4 using HammUEr, what import scale factor do I have to use to make my imported map the right size to use inside my UE4 PBCharacterMovement project? I want to have the same scaling in my UE4 project just like in HL2/Source. On your website says 450 Hammer units = 857.25 Unreal units (multiply by 1.905). What do you mean by Unreal units? From what I've seen Unreal uses cm as it's default unit. How can I convert 1 Hammer Unit to centimeters or meters? How do I have to convert acceleration values (like sv_gravity 800) and how do I have to convert plain scalings like Hammer units to UE4?
Also is the PBCharacterMovement dependent on frames per second or is it independent? What can I change in the code to make it fps dependent or independent?
Greetings!

(Edit: Added question about fps dependency. Sorry for so many questions in one topic. Hope somebody can help me...)

Engine modules cannot be compiled at runtime. Please build through your IDE. UE 5.2.1

Hey so im trying too run this on unreal engine 5.2.1 but am getting.

"The following modules are missing or built with a different engine version:

PBCharacterMovement

Engine modules cannot be compiled at runtime. Please build through your IDE."

iv tried rebuilding with RunUAT.bat but it fails everytime as well here is the log RunAUT.bat gives me


Log started at 06/26/2023 03:22:21 (2023-06-26T07:22:21Z)
Adding event matcher: CompileEventMatcher
Adding event matcher: LinkEventMatcher
Adding event matcher: MicrosoftEventMatcher
Adding event matcher: XoreaxEventMatcher
No config file at C:\Users\rouge\Documents\Unreal Engine\UnrealBuildTool\BuildConfiguration.xml
Configuration will be read from:
C:\Users\rouge\AppData\Roaming\Unreal Engine\UnrealBuildTool\BuildConfiguration.xml
Log file: C:\Users\rouge\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.2\UBT-UnrealEditor-Win64-Development.txt

Registering build platform: UnrealBuildTool.AndroidPlatformFactory
    Registering build platform: Android - buildable: False
Registering build platform: UnrealBuildTool.IOSPlatformFactory
    Registering build platform: IOS - buildable: False
Registering build platform: UnrealBuildTool.LinuxPlatformFactory
    Registering build platform: Linux - buildable: False
    Registering build platform: LinuxArm64 - buildable: False
Registering build platform: UnrealBuildTool.MacPlatformFactory
Registering build platform: UnrealBuildTool.TVOSPlatformFactory
Registering build platform: UnrealBuildTool.WindowsPlatformFactory

Found Windows 10 SDK root at C:\Program Files (x86)\Windows Kits\10 (1)
Found Windows 10 SDK root at C:\Program Files (x86)\Windows Kits\10 (2)
Found Windows 10 SDK version 10.0.17763.0 at C:\Program Files (x86)\Windows Kits\10
Found Universal CRT version 10.0.17763.0 at C:\Program Files (x86)\Windows Kits\10
Found Windows 10 SDK version 10.0.19041.0 at C:\Program Files (x86)\Windows Kits\10
Found Universal CRT version 10.0.19041.0 at C:\Program Files (x86)\Windows Kits\10
Found Windows 10 SDK version 10.0.22000.0 at C:\Program Files (x86)\Windows Kits\10
Found Universal CRT version 10.0.22000.0 at C:\Program Files (x86)\Windows Kits\10
Win64 Installed SDK(s): MinVersion_Sdk=10.0.00000.0, MaxVersion_Sdk=10.9.99999.0, CurrentVersion_Sdk=10.0.22000.0, Version_AutoSdk=10.0.18362.0, CurrentVersion_AutoSdk=
Registering build platform: Win64 - buildable: True
Registering build platform: UnrealBuildTool.HoloLensPlatformFactory
Command line: "C:\Program Files\Epic Games\UE_5.2\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll" UnrealEditor Win64 Development -Project=C:\Users\rouge\Downloads\PBCharacterMovement-2.0.0\PBUE5\HostProject\HostProject.uproject -plugin=C:\Users\rouge\Downloads\PBCharacterMovement-2.0.0\PBUE5\HostProject\Plugins\PBCharacterMovement\PBCharacterMovement.uplugin -noubtmakefiles -manifest=C:\Users\rouge\Downloads\PBCharacterMovement-2.0.0\PBUE5\HostProject\Saved\Manifest-UnrealEditor-Win64-Development.xml -nohotreload "-log=C:\Users\rouge\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.2\UBT-UnrealEditor-Win64-Development.txt"
Creating project rules assembly for C:\Users\rouge\Downloads\PBCharacterMovement-2.0.0\PBUE5\HostProject\HostProject.uproject...
Skipping C:\Program Files\Epic Games\UE_5.2\Engine\Intermediate\Build\BuildRules\UE5Rules.dll: File is installed
Skipping C:\Program Files\Epic Games\UE_5.2\Engine\Intermediate\Build\BuildRules\UE5ProgramRules.dll: File is installed
Found 1 Plugins:
C:\Users\rouge\Downloads\PBCharacterMovement-2.0.0\PBUE5\HostProject\Plugins\PBCharacterMovement\PBCharacterMovement.uplugin
Found 1 Modules:
C:\Users\rouge\Downloads\PBCharacterMovement-2.0.0\PBUE5\HostProject\Plugins\PBCharacterMovement\Source\PBCharacterMovement\PBCharacterMovement.Build.cs
Compiling C:\Users\rouge\Downloads\PBCharacterMovement-2.0.0\PBUE5\HostProject\Intermediate\Build\BuildRules\HostProjectModuleRules.dll: Assembly does not exist
Creating plugin rules assembly for C:\Users\rouge\Downloads\PBCharacterMovement-2.0.0\PBUE5\HostProject\Plugins\PBCharacterMovement\PBCharacterMovement.uplugin...
Found 1 ForeignPlugins:
C:\Users\rouge\Downloads\PBCharacterMovement-2.0.0\PBUE5\HostProject\Plugins\PBCharacterMovement\PBCharacterMovement.uplugin
Found 1 Modules:
C:\Users\rouge\Downloads\PBCharacterMovement-2.0.0\PBUE5\HostProject\Plugins\PBCharacterMovement\Source\PBCharacterMovement\PBCharacterMovement.Build.cs
Compiling C:\Users\rouge\Downloads\PBCharacterMovement-2.0.0\PBUE5\HostProject\Plugins\PBCharacterMovement\Intermediate\Build\BuildRules\PBCharacterMovementModuleRules.dll: Assembly does not exist
Found Visual Studio installation: C:\Program Files\Microsoft Visual Studio\2022\Community (Product=Microsoft.VisualStudio.Product.Community, Version=17.6.33815.320)
Found Visual Studio installation: C:\Program Files (x86)\Microsoft Visual Studio\2019\Community (Product=Microsoft.VisualStudio.Product.Community, Version=16.11.33801.447)
Found Visual Studio toolchain: C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.34.31933 (Family=14.34.31933, FamilyRank=0, Version=14.34.31946, Is64Bit=True, Preview=False, Architecture=x64, Error=False, Redist=C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Redist\MSVC\14.36.32532)
Found Visual Studio toolchain: C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.36.32532 (Family=14.36.32532, FamilyRank=2, Version=14.36.32535, Is64Bit=True, Preview=False, Architecture=x64, Error=False, Redist=C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Redist\MSVC\14.36.32532)
Building UnrealEditor - UnrealEditor - Win64 - Development
Enabling plugin 'PBCharacterMovement' (referenced via command line)
Enabling plugin 'Paper2D' (referenced via default plugins)
Enabling plugin 'AISupport' (referenced via default plugins)
Enabling plugin 'EnvironmentQueryEditor' (referenced via default plugins)
Enabling plugin 'AnimationData' (referenced via default plugins)
Enabling plugin 'ControlRig' (referenced via default plugins -> AnimationData.uplugin)
Enabling plugin 'PythonScriptPlugin' (referenced via default plugins -> AnimationData.uplugin -> ControlRig.uplugin)
Enabling plugin 'ContentBrowserFileDataSource' (referenced via default plugins -> AnimationData.uplugin -> ControlRig.uplugin -> PythonScriptPlugin.uplugin)
Enabling plugin 'LevelSequenceEditor' (referenced via default plugins -> AnimationData.uplugin -> ControlRig.uplugin)
Enabling plugin 'SequencerScripting' (referenced via default plugins -> AnimationData.uplugin -> ControlRig.uplugin -> LevelSequenceEditor.uplugin)
Enabling plugin 'PropertyAccessEditor' (referenced via default plugins -> AnimationData.uplugin -> ControlRig.uplugin)
Enabling plugin 'AnimationModifierLibrary' (referenced via default plugins)
Enabling plugin 'BlendSpaceMotionAnalysis' (referenced via default plugins)
Enabling plugin 'ControlRigSpline' (referenced via default plugins)
Enabling plugin 'IKRig' (referenced via default plugins)
Enabling plugin 'FullBodyIK' (referenced via default plugins -> IKRig.uplugin)
Enabling plugin 'Bridge' (referenced via default plugins)
Enabling plugin 'EditorScriptingUtilities' (referenced via default plugins -> Bridge.uplugin)
Enabling plugin 'CameraShakePreviewer' (referenced via default plugins)
Enabling plugin 'GameplayCameras' (referenced via default plugins -> CameraShakePreviewer.uplugin)
Enabling plugin 'TemplateSequence' (referenced via default plugins -> CameraShakePreviewer.uplugin -> GameplayCameras.uplugin)
Enabling plugin 'OodleNetwork' (referenced via default plugins)
Enabling plugin 'AnimationSharing' (referenced via default plugins)
Enabling plugin 'SignificanceManager' (referenced via default plugins -> AnimationSharing.uplugin)
Enabling plugin 'CLionSourceCodeAccess' (referenced via default plugins)
Enabling plugin 'CodeLiteSourceCodeAccess' (referenced via default plugins)
Enabling plugin 'DumpGPUServices' (referenced via default plugins)
Enabling plugin 'GitSourceControl' (referenced via default plugins)
Enabling plugin 'KDevelopSourceCodeAccess' (referenced via default plugins)
Enabling plugin 'NullSourceCodeAccess' (referenced via default plugins)
Enabling plugin 'PerforceSourceControl' (referenced via default plugins)
Enabling plugin 'PixWinPlugin' (referenced via default plugins)
Enabling plugin 'PlasticSourceControl' (referenced via default plugins)
Enabling plugin 'PluginUtils' (referenced via default plugins)
Enabling plugin 'PropertyAccessNode' (referenced via default plugins)
Enabling plugin 'RenderDocPlugin' (referenced via default plugins)
Enabling plugin 'RiderSourceCodeAccess' (referenced via default plugins)
Enabling plugin 'SubversionSourceControl' (referenced via default plugins)
Enabling plugin 'TextureFormatOodle' (referenced via default plugins)
Enabling plugin 'TraceDataFilters' (referenced via default plugins)
Enabling plugin 'UObjectPlugin' (referenced via default plugins)
Enabling plugin 'VisualStudioCodeSourceCodeAccess' (referenced via default plugins)
Enabling plugin 'VisualStudioSourceCodeAccess' (referenced via default plugins)
Enabling plugin 'XCodeSourceCodeAccess' (referenced via default plugins)
Enabling plugin 'AssetManagerEditor' (referenced via default plugins)
Enabling plugin 'BlueprintHeaderView' (referenced via default plugins)
Enabling plugin 'ChangelistReview' (referenced via default plugins)
Enabling plugin 'ContentBrowserAssetDataSource' (referenced via default plugins)
Enabling plugin 'ContentBrowserClassDataSource' (referenced via default plugins)
Enabling plugin 'CryptoKeys' (referenced via default plugins)
Enabling plugin 'CurveEditorTools' (referenced via default plugins)
Enabling plugin 'DataValidation' (referenced via default plugins)
Enabling plugin 'EditorDebugTools' (referenced via default plugins)
Enabling plugin 'EngineAssetDefinitions' (referenced via default plugins)
Enabling plugin 'FacialAnimation' (referenced via default plugins)
Enabling plugin 'GameplayTagsEditor' (referenced via default plugins)
Enabling plugin 'GeometryMode' (referenced via default plugins)
Enabling plugin 'MacGraphicsSwitching' (referenced via default plugins)
Enabling plugin 'MaterialAnalyzer' (referenced via default plugins)
Enabling plugin 'MobileLauncherProfileWizard' (referenced via default plugins)
Enabling plugin 'LightMixer' (referenced via default plugins)
Enabling plugin 'ObjectMixer' (referenced via default plugins -> LightMixer.uplugin)
Enabling plugin 'PluginBrowser' (referenced via default plugins)
Enabling plugin 'SequencerAnimTools' (referenced via default plugins)
Enabling plugin 'SpeedTreeImporter' (referenced via default plugins)
Enabling plugin 'WorldPartitionHLODUtilities' (referenced via default plugins)
Enabling plugin 'EnhancedInput' (referenced via default plugins)
Enabling plugin 'DatasmithContent' (referenced via default plugins)
Enabling plugin 'VariantManagerContent' (referenced via default plugins -> DatasmithContent.uplugin)
Enabling plugin 'GLTFExporter' (referenced via default plugins)
Enabling plugin 'AutomationUtils' (referenced via default plugins)
Enabling plugin 'BackChannel' (referenced via default plugins)
Enabling plugin 'ChaosClothEditor' (referenced via default plugins)
Enabling plugin 'ChaosCloth' (referenced via default plugins -> ChaosClothEditor.uplugin)
Enabling plugin 'ChaosCaching' (referenced via default plugins -> ChaosClothEditor.uplugin -> ChaosCloth.uplugin)
Enabling plugin 'Takes' (referenced via default plugins -> ChaosClothEditor.uplugin -> ChaosCloth.uplugin -> ChaosCaching.uplugin)
Enabling plugin 'ChaosEditor' (referenced via default plugins)
Enabling plugin 'PlanarCut' (referenced via default plugins -> ChaosEditor.uplugin)
Enabling plugin 'GeometryProcessing' (referenced via default plugins -> ChaosEditor.uplugin -> PlanarCut.uplugin)
Enabling plugin 'GeometryCollectionPlugin' (referenced via default plugins -> ChaosEditor.uplugin)
Enabling plugin 'ProceduralMeshComponent' (referenced via default plugins -> ChaosEditor.uplugin -> GeometryCollectionPlugin.uplugin)
Enabling plugin 'ChaosSolverPlugin' (referenced via default plugins -> ChaosEditor.uplugin -> GeometryCollectionPlugin.uplugin)
Enabling plugin 'Dataflow' (referenced via default plugins -> ChaosEditor.uplugin -> GeometryCollectionPlugin.uplugin)
Enabling plugin 'Fracture' (referenced via default plugins -> ChaosEditor.uplugin -> GeometryCollectionPlugin.uplugin)
Enabling plugin 'MeshModelingToolsetExp' (referenced via default plugins -> ChaosEditor.uplugin)
Enabling plugin 'MeshModelingToolset' (referenced via default plugins -> ChaosEditor.uplugin -> MeshModelingToolsetExp.uplugin)
Enabling plugin 'ProxyLODPlugin' (referenced via default plugins -> ChaosEditor.uplugin -> MeshModelingToolsetExp.uplugin -> MeshModelingToolset.uplugin)
Enabling plugin 'ChaosNiagara' (referenced via default plugins)
Enabling plugin 'Niagara' (referenced via default plugins -> ChaosNiagara.uplugin)
Enabling plugin 'ChaosUserDataPT' (referenced via default plugins)
Enabling plugin 'CharacterAI' (referenced via default plugins)
Enabling plugin 'OpenImageDenoise' (referenced via default plugins)
Enabling plugin 'PlatformCrypto' (referenced via default plugins)
Enabling plugin 'SkeletalReduction' (referenced via default plugins)
Enabling plugin 'ToolPresets' (referenced via default plugins)
Enabling plugin 'UVEditor' (referenced via default plugins)
Enabling plugin 'FastBuildController' (referenced via default plugins)
Enabling plugin 'AlembicImporter' (referenced via default plugins)
Enabling plugin 'GeometryCache' (referenced via default plugins -> AlembicImporter.uplugin)
Enabling plugin 'InterchangeEditor' (referenced via default plugins)
Enabling plugin 'Interchange' (referenced via default plugins -> InterchangeEditor.uplugin)
Enabling plugin 'GLTFImporter' (referenced via default plugins -> InterchangeEditor.uplugin -> Interchange.uplugin)
Enabling plugin 'VariantManager' (referenced via default plugins -> InterchangeEditor.uplugin -> Interchange.uplugin)
Enabling plugin 'AndroidMedia' (referenced via default plugins)
Enabling plugin 'AvfMedia' (referenced via default plugins)
Enabling plugin 'ImgMedia' (referenced via default plugins)
Enabling plugin 'MediaPlayerEditor' (referenced via default plugins -> ImgMedia.uplugin)
Enabling plugin 'MediaCompositing' (referenced via default plugins)
Enabling plugin 'MediaPlate' (referenced via default plugins)
Enabling plugin 'WmfMedia' (referenced via default plugins)
Enabling plugin 'MeshPainting' (referenced via default plugins)
Enabling plugin 'TcpMessaging' (referenced via default plugins)
Enabling plugin 'UdpMessaging' (referenced via default plugins)
Enabling plugin 'ActorSequence' (referenced via default plugins)
Enabling plugin 'OnlineSubsystemGooglePlay' (referenced via default plugins)
Enabling plugin 'OnlineSubsystem' (referenced via default plugins -> OnlineSubsystemGooglePlay.uplugin)
Enabling plugin 'OnlineBase' (referenced via default plugins -> OnlineSubsystemGooglePlay.uplugin -> OnlineSubsystem.uplugin)
Enabling plugin 'AndroidPermission' (referenced via default plugins -> OnlineSubsystemGooglePlay.uplugin)
Enabling plugin 'OnlineSubsystemIOS' (referenced via default plugins)
Enabling plugin 'OnlineSubsystemNull' (referenced via default plugins)
Enabling plugin 'OnlineSubsystemUtils' (referenced via default plugins -> OnlineSubsystemNull.uplugin)
Enabling plugin 'OnlineServices' (referenced via default plugins -> OnlineSubsystemNull.uplugin -> OnlineSubsystemUtils.uplugin)
Enabling plugin 'LauncherChunkInstaller' (referenced via default plugins)
Enabling plugin 'ActorLayerUtilities' (referenced via default plugins)
Enabling plugin 'AndroidDeviceProfileSelector' (referenced via default plugins)
Enabling plugin 'AndroidFileServer' (referenced via default plugins)
Enabling plugin 'AndroidMoviePlayer' (referenced via default plugins)
Enabling plugin 'AppleImageUtils' (referenced via default plugins)
Enabling plugin 'AppleMoviePlayer' (referenced via default plugins)
Enabling plugin 'ArchVisCharacter' (referenced via default plugins)
Enabling plugin 'AssetTags' (referenced via default plugins)
Enabling plugin 'AudioCapture' (referenced via default plugins)
Enabling plugin 'CableComponent' (referenced via default plugins)
Enabling plugin 'ChunkDownloader' (referenced via default plugins)
Enabling plugin 'CustomMeshComponent' (referenced via default plugins)
Enabling plugin 'ExampleDeviceProfileSelector' (referenced via default plugins)
Enabling plugin 'GoogleCloudMessaging' (referenced via default plugins)
Enabling plugin 'GooglePAD' (referenced via default plugins)
Enabling plugin 'InputDebugging' (referenced via default plugins)
Enabling plugin 'IOSDeviceProfileSelector' (referenced via default plugins)
Enabling plugin 'LinuxDeviceProfileSelector' (referenced via default plugins)
Enabling plugin 'LocationServicesBPLibrary' (referenced via default plugins)
Enabling plugin 'Metasound' (referenced via default plugins)
Enabling plugin 'AudioWidgets' (referenced via default plugins -> Metasound.uplugin)
Enabling plugin 'AudioSynesthesia' (referenced via default plugins -> Metasound.uplugin -> AudioWidgets.uplugin)
Enabling plugin 'WaveTable' (referenced via default plugins -> Metasound.uplugin)
Enabling plugin 'MobilePatchingUtils' (referenced via default plugins)
Enabling plugin 'ResonanceAudio' (referenced via default plugins)
Enabling plugin 'SoundFields' (referenced via default plugins)
Enabling plugin 'Synthesis' (referenced via default plugins)
Enabling plugin 'WebMMoviePlayer' (referenced via default plugins)
Enabling plugin 'WebMMedia' (referenced via default plugins -> WebMMoviePlayer.uplugin)
Enabling plugin 'WindowsDeviceProfileSelector' (referenced via default plugins)
Enabling plugin 'WindowsMoviePlayer' (referenced via default plugins)
Enabling plugin 'InterchangeTests' (referenced via default plugins)
Enabling plugin 'TraceUtilities' (referenced via default plugins)
Enabling plugin 'XGEController' (referenced via default plugins)
Found circular reference to Engine.Build.cs, but Engine declares a cycle on GameplayTags which breaks the chain
Found circular reference to PacketHandler.Build.cs, but PacketHandler declares a cycle on ReliabilityHandlerComponent which breaks the chain
Found circular reference to Engine.Build.cs, but Engine declares a cycle on UnrealEd which breaks the chain
Found circular reference to Engine.Build.cs, but Engine declares a cycle on UnrealEd which breaks the chain
Found circular reference to Documentation.Build.cs, but Engine declares a cycle on UnrealEd which breaks the chain
Found circular reference to Engine.Build.cs, but Engine declares a cycle on UnrealEd which breaks the chain
Found circular reference to Engine.Build.cs, but Engine declares a cycle on UnrealEd which breaks the chain
Found circular reference to Engine.Build.cs, but Engine declares a cycle on UnrealEd which breaks the chain
Found circular reference to Engine.Build.cs, but Engine declares a cycle on UnrealEd which breaks the chain
Found circular reference to Engine.Build.cs, but Engine declares a cycle on UnrealEd which breaks the chain
Found circular reference to UnrealEd.Build.cs, but Engine declares a cycle on UnrealEd which breaks the chain
Found circular reference to Engine.Build.cs, but Engine declares a cycle on UnrealEd which breaks the chain
Found circular reference to UnrealEd.Build.cs, but Engine declares a cycle on UnrealEd which breaks the chain
Found circular reference to Engine.Build.cs, but Engine declares a cycle on UnrealEd which breaks the chain
Found circular reference to UnrealEd.Build.cs, but Engine declares a cycle on UnrealEd which breaks the chain
Found circular reference to PropertyEditor.Build.cs, but ConfigEditor declares a cycle on PropertyEditor which breaks the chain
Found circular reference to AssetTools.Build.cs, but Kismet declares a cycle on Merge which breaks the chain
Found circular reference to Kismet.Build.cs, but Kismet declares a cycle on Merge which breaks the chain
Found circular reference to KismetCompiler.Build.cs, but Kismet declares a cycle on Merge which breaks the chain
Found circular reference to GraphEditor.Build.cs, but Kismet declares a cycle on Merge which breaks the chain
Found circular reference to Kismet.Build.cs, but Kismet declares a cycle on Merge which breaks the chain
Found circular reference to BlueprintGraph.Build.cs, but Kismet declares a cycle on Merge which breaks the chain
Found circular reference to AssetTools.Build.cs, but Kismet declares a cycle on Merge which breaks the chain
Found circular reference to GraphEditor.Build.cs, but Kismet declares a cycle on Merge which breaks the chain
Found circular reference to KismetCompiler.Build.cs, but Kismet declares a cycle on Merge which breaks the chain
Found circular reference to Kismet.Build.cs, but Kismet declares a cycle on Merge which breaks the chain
Found circular reference to AnimGraph.Build.cs, but Kismet declares a cycle on Merge which breaks the chain
Found circular reference to KismetCompiler.Build.cs, but Kismet declares a cycle on Merge which breaks the chain
Found circular reference to Kismet.Build.cs, but Kismet declares a cycle on Merge which breaks the chain
Found circular reference to AnimGraph.Build.cs, but Kismet declares a cycle on Merge which breaks the chain
Found circular reference to AssetTools.Build.cs, but Kismet declares a cycle on Merge which breaks the chain
Found circular reference to AudioMixer.Build.cs, but Kismet declares a cycle on Merge which breaks the chain
Found circular reference to AudioMixer.Build.cs, but Kismet declares a cycle on Merge which breaks the chain
Found circular reference to Landscape.Build.cs, but Kismet declares a cycle on Merge which breaks the chain
Found circular reference to Sequencer.Build.cs, but Sequencer declares a cycle on MovieSceneTools which breaks the chain
Found circular reference to AIModule.Build.cs, but AIModule declares a cycle on AITestSuite which breaks the chain
Found circular reference to Kismet.Build.cs, but Kismet declares a cycle on Merge which breaks the chain
Found circular reference to GraphEditor.Build.cs, but Kismet declares a cycle on Merge which breaks the chain
Found circular reference to Kismet.Build.cs, but Kismet declares a cycle on Merge which breaks the chain
Found circular reference to GraphEditor.Build.cs, but Kismet declares a cycle on Merge which breaks the chain
Found circular reference to Kismet.Build.cs, but Kismet declares a cycle on Merge which breaks the chain
Found circular reference to Kismet.Build.cs, but Kismet declares a cycle on Merge which breaks the chain
Found circular reference to AssetTools.Build.cs, but Kismet declares a cycle on UMGEditor which breaks the chain
Found circular reference to Kismet.Build.cs, but Kismet declares a cycle on UMGEditor which breaks the chain
Found circular reference to UnrealEd.Build.cs, but Engine declares a cycle on UnrealEd which breaks the chain
Found circular reference to UnrealEd.Build.cs, but Engine declares a cycle on UnrealEd which breaks the chain
Found circular reference to Engine.Build.cs, but Engine declares a cycle on UnrealEd which breaks the chain
Found circular reference to UnrealEd.Build.cs, but Engine declares a cycle on UnrealEd which breaks the chain
Found circular reference to Engine.Build.cs, but Engine declares a cycle on UnrealEd which breaks the chain
Found circular reference to UnrealEd.Build.cs, but Engine declares a cycle on UnrealEd which breaks the chain
Found circular reference to Engine.Build.cs, but Engine declares a cycle on UnrealEd which breaks the chain
Found circular reference to Engine.Build.cs, but Engine declares a cycle on UnrealEd which breaks the chain
Found circular reference to UnrealEd.Build.cs, but Engine declares a cycle on UnrealEd which breaks the chain
Found circular reference to Engine.Build.cs, but Engine declares a cycle on UnrealEd which breaks the chain
Found circular reference to UnrealEd.Build.cs, but Engine declares a cycle on UnrealEd which breaks the chain
Found circular reference to Engine.Build.cs, but Engine declares a cycle on UnrealEd which breaks the chain
Found circular reference to Engine.Build.cs, but Engine declares a cycle on UnrealEd which breaks the chain
Found circular reference to UnrealEd.Build.cs, but Engine declares a cycle on UnrealEd which breaks the chain
Found circular reference to Engine.Build.cs, but Engine declares a cycle on UnrealEd which breaks the chain
Found circular reference to Engine.Build.cs, but Engine declares a cycle on UnrealEd which breaks the chain
Found circular reference to UnrealEd.Build.cs, but Engine declares a cycle on UnrealEd which breaks the chain
Found circular reference to Engine.Build.cs, but Engine declares a cycle on UnrealEd which breaks the chain
Found circular reference to UnrealEd.Build.cs, but Engine declares a cycle on UnrealEd which breaks the chain
Found circular reference to UnrealEd.Build.cs, but Engine declares a cycle on UnrealEd which breaks the chain
Found circular reference to Engine.Build.cs, but Engine declares a cycle on UnrealEd which breaks the chain
Found circular reference to Engine.Build.cs, but Engine declares a cycle on UnrealEd which breaks the chain
Found circular reference to UnrealEd.Build.cs, but Engine declares a cycle on UnrealEd which breaks the chain
Found circular reference to Engine.Build.cs, but Engine declares a cycle on UnrealEd which breaks the chain
Found circular reference to Engine.Build.cs, but Engine declares a cycle on UnrealEd which breaks the chain
Found circular reference to Engine.Build.cs, but Engine declares a cycle on UnrealEd which breaks the chain
Found circular reference to D3D11RHI.Build.cs, but Engine declares a cycle on UnrealEd which breaks the chain
Found circular reference to Engine.Build.cs, but Engine declares a cycle on UnrealEd which breaks the chain
Found circular reference to Engine.Build.cs, but Engine declares a cycle on UnrealEd which breaks the chain
Found circular reference to D3D11RHI.Build.cs, but Engine declares a cycle on UnrealEd which breaks the chain
Found circular reference to Engine.Build.cs, but Engine declares a cycle on CollisionAnalyzer which breaks the chain
Found circular reference to Engine.Build.cs, but Engine declares a cycle on LogVisualizer which breaks the chain
Compiler: C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.34.31933\bin\Hostx64\x64\cl.exe
Linker: C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.34.31933\bin\Hostx64\x64\link.exe
Library Manager: C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.34.31933\bin\Hostx64\x64\lib.exe
Resource Compiler: C:\Program Files (x86)\Windows Kits\10\bin\10.0.22000.0\x64\rc.exe
Using EngineIncludeOrderVersion.Unreal5_2 for target UnrealEditor.Target.cs
UnrealHeaderTool needs to run because no generated code directory was found for module PBCharacterMovement
Parsing headers for UnrealEditor
Running Internal UnrealHeaderTool C:\Users\rouge\Downloads\PBCharacterMovement-2.0.0\PBUE5\HostProject\HostProject.uproject C:\Users\rouge\Downloads\PBCharacterMovement-2.0.0\PBUE5\HostProject\Intermediate\Build\Win64\UnrealEditor\Development\UnrealEditor.uhtmanifest -WarningsAsErrors -installed
Step - Read Manifest File
Step - Prepare Modules
Step - Prepare Headers
Step - Parse Headers
Step - Populate symbol table
Step - Resolve invalid check
Step - Bind super and bases
Step - Check for recursive structs
Step - Resolve bases
Step - Resolve properties
Step - Resolve final
Step - Resolve validate
C:\Users\rouge\Downloads\PBCharacterMovement-2.0.0\PBUE5\HostProject\Plugins\PBCharacterMovement\Source\PBCharacterMovement\Public\Character\PBPlayerMovement.h(187): Error: An explicit Category specifier is required for Blueprint accessible functions in an Engine module.
Step - Collect references
Step - Starting exporters.
Total of 0 written
CompilationResultException: Error: OtherCompilationError
at UnrealBuildTool.ExternalExecution.ExecuteHeaderToolIfNecessaryInternal(BuildConfiguration BuildConfiguration, FileReference ProjectFile, TargetMakefile Makefile, String TargetName, ISourceFileWorkingSet WorkingSet, ILogger Logger) in D:\build++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\System\ExternalExecution.cs:line 1257
at UnrealBuildTool.ExternalExecution.ExecuteHeaderToolIfNecessary(BuildConfiguration BuildConfiguration, FileReference ProjectFile, TargetMakefile Makefile, String TargetName, ISourceFileWorkingSet WorkingSet, ILogger Logger) in D:\build++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\System\ExternalExecution.cs:line 1018
at UnrealBuildTool.UEBuildTarget.Build(BuildConfiguration BuildConfiguration, ISourceFileWorkingSet WorkingSet, TargetDescriptor TargetDescriptor, ILogger Logger, Boolean bInitOnly) in D:\build++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildTarget.cs:line 2390
at UnrealBuildTool.BuildMode.CreateMakefile(BuildConfiguration BuildConfiguration, TargetDescriptor TargetDescriptor, ISourceFileWorkingSet WorkingSet, ILogger Logger) in D:\build++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 882
at UnrealBuildTool.BuildMode.Build(List`1 TargetDescriptors, BuildConfiguration BuildConfiguration, ISourceFileWorkingSet WorkingSet, BuildOptions Options, FileReference WriteOutdatedActionsFile, ILogger Logger, Boolean bSkipPreBuildTargets) in D:\build++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 392
at UnrealBuildTool.BuildMode.Execute(CommandLineArguments Arguments, ILogger Logger) in D:\build++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 248
at UnrealBuildTool.UnrealBuildTool.Main(String[] ArgumentsArray) in D:\build++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cs:line 599
WriteFileIfChanged() wrote 0 changed files of 0 requested writes.
Timeline:

[ 0.000]
0.000
[15.109]

Footstep sounds

I'm struggling to understand how I'm supposed to add footsteps from the bp editor.
Any help is greatly appreciated.

Cheers,
Tom.

Can't compile on 4.26

I'll try to fix this linker error on my own, I'm just not sure what the issue is

This is the error I'm getting

ld.lld: error: undefined symbol: Z_Construct_UEnum_PhysicsCore_EPhysicalSurface()
>>> referenced by Module.PBCharacterMovement.gen.cpp

How to setup in UE5

Excuse me, I'm not familiar with UE, could you please detail the following steps?

  1. Create a new player controller in Blueprint or C++. Here's a simple Blueprint example.
  2. Create a Blueprint child class of PBPlayerCharacter.
  3. Create a gamemode with Default Pawn set to your Blueprint character class, and Player Controller set to your player controller.

I don't know how to execute these steps in UE, please help me 🙏🙏
Really appreciate!!

Can't compile using UE 4.25

Log:

ProcessResult.StdOut: [3/7] Module.PBCharacterMovement.cpp
ProcessResult.StdOut: C:/Users/*******/Documents/Unreal Projects/Khsen/Plugins/HLCM/HostProject/Plugins/PBCharacterMovement/Source/PBCharacterMovement/Private/Character/PBPlayerMovement.cpp(1097): error C2248: AActor::Role: unable to access private member declared in class "AActor"
ProcessResult.StdOut: C: \ Program Files \ UE_4.25 \ Engine \ Source \ Runtime \ Engine \ Classes \ GameFramework / Actor.h (541): note: see the declaration "AActor :: Role"

Incorrect Mass?

I’m not super familiar with UE4, but in your movement code you specify Gordon’s weight as such:

Mass = 65.77f; // Gordon is 145lbs

Except that’s not weight, it’s mass. Since weight is mass • gravity that would make Gordon 1431 lbs, assuming that you’re using UE4’s default earth gravity of 9.87.

Unable to Compile on 4.22.3 build

After putting the project in the /Plugins/ and restarting the project UE4 lets me know it was built with a different engine version and needs to be recompiled, I allow the engine to recompile on its own and it errors out, telling me to build from source. The build from source also errors out, full logs attached.
UBT-UE4Editor-Win64-Development.txt

Is it possible to to disable accelerated back hopping?

I'm working on a multiplayer project and I was wondering if there were ways of curtailing bhopping (specifically ABH) given how overpowered that would be in a multiplayer setting. Thanks so much, this project is amazing!

Ladder movement and some server stuff

Hi! I read that ladder movement will be available when dependencies get solved, also I can't seem to figure out what to change to get the running speed to replicate for multiplayer, nor being able to replicate noclip perfectly (though I have slight success with that but very choppy)

Works fine in editor, not after launching/packaging

Hello !
First, I want to mention that I'm new to Unreal, and I'm posting here as a last resort because I could not solve this myself.


After following the instructions (more or less), I managed to get this working... only in the editor.
When I launch or package the project, I get issues... So far, I've tried setting it up in 2 different ways (it works fine in the editor either way).

  • Using the PBPlayerCharacter as default pawn class :
    Game seems to work fine, but receives no input. I'm unable to move or look around.
    I can still open the console and use it.

  • Creating a blueprint from PBPlayerCharacter and using it as default pawn class :
    Unable to launch the game, this error comes up
    PBcharactermovement_error

Using Unreal Engine 4.22.3, if this is of any importance...

Surfing #2

Hi Sorry i am new to Unreal,
I am trying to get the Surfing feature to work but i could use a little help.

Here is what i have done:

#ifndef WIP_SURFING
#define WIP_SURFING 50
#endif

public:

#if WIP_SURFING
void PreemptCollision(float DeltaTime, float SurfaceFriction);
#endif

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