代码插件
角色
UE4.27 UE5.0
V3:
(1) Add the function of Unarmed/Weapon switching
(2) Improve Combat/UnEasy rotation mode
(3) Add aim offset function
(4) Add the transition judgment of Stop-Pivot (this parameter can be found in Locomotion Data)
(5) Improve the eight-direction blended
(Because the engine restricts the root motion montage to not be blended according to the weight,
an extra parameter is added to control the server to correct the client's distance detection,
avoiding the server to correct the client frequently)
(This feature allows multiplayer mode to use root motion montage blending)
(6) Optimize the connection and other effects of case animations
V2:
(1) Use GAS to reconstruct the framework, which will be compatible with skill systems such as combat, climbing, and ladder climbing
(2) All made by C++, exposed blueprint nodes for scripting (currently only some nodes are open)
(3) Use the enhanced input plug-in, and add custom Input Mapping, Action, Trigger, batch key mapping script tools, etc.
(4) Lightweight framework to reduce unnecessary configuration data, such as complex animation notification state, etc.
(5) 4 Rotation Modes: Relaxed, UnEasy, Combat, Velocity (to prepare for the follow-up combat system)
(6) 2 Stance Modes: Crouching has been completed, and other states can be quickly realized through GameplayTag/GA
(7) 3 Gait Modes: Walk, Jog, Sprint
(8) Compatible with host and mobile terminal (currently only tested in the editor)
(9) New Camera Manager System (FPP/TPP)
(10) Prepare for subsequent animation multi-threading and compatible virtual root motion system (part of the framework is implemented)
Note: Since some functions are limited by the engine, EPIC personnel will be contacted to continue to iterate RootMotion or launch VirtualRootMotion
V3:
(1) 增加徒手/持枪切换功能
(2) 改进战斗/UnEasy旋转模式
(3) 增加瞄准偏移功能
(4) 增加Stop-Pivot的过渡判断(该参数可在Locomotion Data中找到)
(5) 改进八方向融合
(由于引擎限制根系运动蒙太奇不能根据权重进行融合,
因此额外增加一个参数控制服务器修正客户端的距离检测,
避免服务器频繁修正客户端)
(该功能允许多人模式使用根系运动蒙太奇融合)
(6) 优化格斗动画的连接等效果
V2:
(1) 使用GAS重构框架,将兼容战斗、攀爬、爬梯子等技能系统
(2) 全部由C++制作,暴露蓝图节点供脚本编写(目前只开放部分节点)
(3) 使用增强输入插件,添加自定义Input Mapping、Action、Trigger、批量按键映射脚本工具等。
(4) 轻量级框架,减少不必要的配置数据,如复杂的动画通知状态等。
(5) 4种旋转模式:Relaxed、UnEasy、Combat、Velocity(为后续的战斗系统做准备)
(6) 2种姿态模式:蹲伏已完成,其他状态可通过GameplayTag/GA快速实现
(7) 3种步态模式:步行、慢跑、冲刺
(8) 兼容主机和手机端(目前只在编辑器中测试)
(9) 全新Camera Manager系统(FPP/TPP)
(10) 为后续动画多线程和兼容虚拟根运动系统做准备(框架部分实现)
注:由于部分功能受引擎限制,将联系EPIC人员继续迭代RootMotion或上线VirtualRootMotion
|
|