PBCharacterMovement
DlgSystem
PBCharacterMovement | DlgSystem | |
---|---|---|
11 | 6 | |
1,246 | 420 | |
1.5% | 4.0% | |
4.5 | 6.2 | |
12 months ago | 4 months ago | |
C++ | C++ | |
MIT License | MIT License |
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PBCharacterMovement
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The Next Generation in Graphics, Part 1: Three Dimensions in Software
Let me make the case that it's definitely not just nostalgia - or, at least, that Quake style movement didn't fade away because of any objective, rational process.
One of the exasperating consequences of the rise of game engines has been that you have games shipping that have more and more of their game design inherited from their game engines.
On some level this makes sense - games are just massively complicated, and so if you already have working, tested code, it's often quite tempting to just go with what already works (and not spend time really internalizing how working things work) and then focus on figuring out the particular things you are adding from that baseline.
As just such an example, when I was working on Activision's Soldier of Fortune, we largely inherited Quake 2's movement code, and most of it was left untouched by the time we shipped. At some point, midway through development, inspired by Thief, I stayed late one night with a co-worker, and I added in leaning around corners to the player controls. I don't remember the particulars of that process, but (obviously) I had to make tons of aesthetic choices while doing that, because I was writing it from scratch. But the base movement we could inherit.
If you go back and look at first person games from the late 90's, their aesthetic choices about basic player movement are all different in subtle ways. That makes sense, because most studios were writing their own bespoke engines at the time, and there was vastly less code sharing. So people were writing code because there was no particular alternative, and so they were making tons and tons of aesthetics choices whether they wanted to or not. Lots of those choices weren't always great, but they were often particular.
It's clear at this point that lots and lots of FPS games just inherit Unreal Engines movement. Not because it's great, but because it comes with Unreal and it's a default. To me, there's something very specific about the way friction works with player movement in Unreal that feels very ... sticky? ... compared to Quake Engine games. Players come to a stop when input is released in a way that feels like being in glue - again, at least to me. There's more subtle gliding around in Quake. As far as I can tell, the difference rarely effects game play in most games. But it does change how it feels aesthetically to play moment by moment.
Anyway, this topic feels intensely path dependent to me. Unreal's movement is the default because Unreal is the default engine (in a lot of contexts), but it didn't become the default because of anything specific about its player movement code. Those aesthetic decisions were just along for the ride, so to speak. Or at least, that's my sense.
Interestingly, I found a github project a while ago that tried to reverse engineer Quake / Source's movement and put it into Unreal Engine 4. No idea how successful the project is, but I suspect it might be an interesting resource for seeing what's different between the two: https://github.com/ProjectBorealis/PBCharacterMovement
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CS:GO like surf in Unreal 5 games?
I've never come across surfing in anything but Source engine games. There is however an open-source recreation of the Source movement system which allows for surfing, it's available here: https://github.com/ProjectBorealis/PBCharacterMovement
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The Stanley Bunnyhop
it should be possible, given the Project Borealis folk ported HL2 movement to Unreal (https://github.com/ProjectBorealis/PBCharacterMovement), but it definitely isn't easy (and not present in TSPUD), i'll give you that
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Is it worth the time to write my own movement component for pawns?
For instance my custom movement component is based off of this one https://github.com/ProjectBorealis/PBCharacterMovement which allows for automatic bunnyhopping, better air control, surfing and sliding along the ground. The drawback is that it wasn’t built with multiplayer in mind and stutters when you try to walk when simulating poor network conditions.
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Porting unity code into unreal.
Judging by the issue thread re: 4.26 support, the devs are pretty open to PRs that extend support.
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unable to recompile a plugin
hi, i have just started helping a friend with his project. i wanted to use project borealis' movement plugin (github link), which isn't compiled for the version we are using, 4.27. recompiling it via the prompt that pops up when opening the project did not work, and trying to recompile it via RunUAT.bat led to a lot of errors shown below
- Source engine inspired movement
- Is there a way to add source engine style bhopping
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Meta-Learning: UE SDK/Game Systems Design
There are a few projects that have open source modules that implement various systems (https://github.com/alanedwardes/Estranged.Core, https://github.com/ProjectBorealis/PBCharacterMovement/, https://github.com/sinbad/SPUD) that you could use to get an idea re: how people organize their stuff.
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I need Help with Airstrafing
(Source code: https://github.com/ProjectBorealis/PBCharacterMovement)
DlgSystem
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Free open-source dialogue plugin
I've been using https://github.com/NotYetGames/DlgSystem which has been really helpful.
- How can I make this simple dialogue blueprint repeatable?
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Creating Dialogue & Story Events?
For the dialogue system you can use this plugin from GitHub or i followed a tutorial on youtube to make a dialogue system based on behavior tree and a proxy AI controller. I have to say it works quite well and it gives you the easy tree structure to build the dialgoues.
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How would you tackle organizing a system for dialogue in an animal crossing or stardew valley -esque game?
It's also free on their Github if you compile it yourself and if you don't want to use it as-is you would at least be able to see the source code/blueprints etc to how they've put things together.
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Good resources for learning editor tools?
DlgSystem by NotYetGames - has been used in a shipped game with open C++ source by the creator
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Is there a smart way to implement dialogue tree?
I can recommend this free dialogue plugin: https://github.com/NotYetGames/DlgSystem
What are some alternatives?
ue5-multiworld-demo - "MultiWorld" UE5 plugin demo
ue5-style-guide - An attempt to make Unreal Engine 4 projects more consistent
Microsoft-OpenXR-Unreal - An Unreal Engine game plugin providing additional features available on Microsoft's Mixed Reality devices like the HoloLens 2 when using OpenXR.
UE4EnhancedCodeFlow - This code plugin for Unreal Engine provides functions that drastically improve the quality of life during the implementation of game flow in C++.
ericw-tools - Quake/Hexen 2 Map compiling tools - branch of http://disenchant.net/utils
GenericGraph - Generic graph data structure plugin for ue4
HoudiniEngineForUnreal - Houdini Engine Plugin for Unreal Engine.
AsyncLoadingScreen - Async Loading Screen is a free and open-source plugin for Unreal Engine. Async Loading Screen allows you to easily configure a Loading Screen System in the project settings, and automatically add a Loading Screen whenever you open a new level, without Level Streaming.
Half-Life-Alyx-novr - SteamVR driver for Half-Life-Alyx for playing without VR / драйвер для игры без VR
UE4-Plugin-Resources - A list of community resources for Slate, Graphs, and UE4 Plugin Development.
source-sdk-bullet-physics - Bullet Physics Injection for Source SDK 2013
FlowGraph - Design-agnostic node system for scripting game’s flow in Unreal Engine