Features:

  •  Easy to implement into your project: All necessary functions in one component!
  •  Works with all server-setups: whether you’re using P2P, dedicated servers or simply want an easy solution to add a ragdoll to your Single-Player game, the sRRS will work.
  • Easy to modify: 100 % developed using documented Blueprints.
  • Features Recovery-Logic: After the player is revived or gets up on his own, he can then continue with normal gameplay.
  • Works with any character / skeleton: animations are built using the default Unreal Engine Skeleton, but the sRRS component will work for all characters, no matter their skeleton. Set up a physics asset and you are ready to go!
  • Features Example Logic: In the provided demo map, the player can punch other characters, throw grenades, get catapulted by a geyser and heal other characters. (Grenade / Geyser are only available for 4.24 or later)
  • Debugging / Testing built in: Can simulate a bad connection and display the accuracy of the replication.

Number of Blueprints: 1 Component (all versions), 3 Blueprints containing example logic (only 1 for 4.23 or earlier)

Input: Gamepad, Keyboard & Mouse

Network Replicated: Yes

Supported Platforms: should work on all, but only tested on Windows

Support: help.coregames@gmail.com

Documentation: Implementation Guide (Google Docs)

Important/Additional Notes: The exact ragdoll pose can vary between clients, as it is not replicated bone by bone.

特征:

  •  易于实施到您的项目中: 所有必要的功能在一个组件!
  •  适用于所有服务器设置: 无论您是使用P2P,专用服务器还是只是想要一个简单的解决方案来添加一个布娃娃到您的单人游戏,sRRS将工作。
  • 易于修改: 100%使用记录的蓝图开发。
  • 功能恢复-逻辑: 在玩家复活或自己起床后,他可以继续正常的游戏。
  • 适用于任何角色/骨架: 动画使用默认的虚幻引擎骨架构建,但sRRS组件将适用于所有角色,无论其骨架如何。 设置一个物理资源,你就可以开始了!
  • 功能示例逻辑: 在提供的演示地图中,玩家可以冲其他角色,投掷手榴弹,被间歇泉弹射并治疗其他角色。 (手榴弹/间歇泉仅适用于4.24或更高版本)
  • 内置调试/测试: 可以模拟不良连接并显示复制的准确性。

蓝图数量:1个组件(所有版本),3个包含示例逻辑的蓝图(4.23或更早版本仅1个)

输入:游戏手柄,键盘和鼠标

网络复制:是

支持的平台:应该适用于所有平台,但仅在Windows上进行测试

支持:help.coregames@gmail.com

文件: 实施指南(Google文档)

重要/附加说明:确切的布娃娃姿势可能因客户而异,因为它不是逐骨复制的。











sRRS – simple Replicated Ragdoll System

Every Multiplayer Game could benefit from replicated ragdolls!

Demo

Demo Video: YouTube Link

Download the demo here: Google Drive Link

When will this be useful?

  • Something explodes near the player
  • The character trips or falls
  • Character gets knocked out / Hit by object or weapon
  • Character dies, but gets revived

No matter the situation, sRRS will make sure that the Actors’ location stays roughly¹ replicated on all clients during ragdoll simulation.

¹ should stay within 1 meter of the server position

How does it work?

sRRS handles the ragdoll calculation on the server and returns the updated ragdoll position to each client when possible. The client will then interpolate the local mesh position to that location as smoothly as possible while locally simulating the ragdoll effect. While this does result in the ragdoll not being 100% similar on all clients, this greatly improves network performance while keeping the location roughly replicated on all clients.

Why sRRS?

  • 100 % Blueprints
  • Easy to implement into your project
  • Works with all server-setups
  • Easy to modify
  • Features Recovery-Logic
  • Works with any character/skeleton
  • Features Example Logic (Only 4.24 or later)
  • Debugging / Testing built in

sRRS-简单复制的布娃娃系统

每个多人游戏都可以从复制的布娃娃中受益!

示范

演示视频: YouTube链接

在此下载演示: 谷歌驱动器链接

这什么时候有用?

  • 玩家附近有东西爆炸
  • 角色绊倒或跌倒
  • 角色被物体或武器击倒/击中
  • 角色死亡,但复活

无论情况如何,sRRS都将确保Actor的位置在ragdoll模拟期间在所有客户端上保持粗略复制。

1应该停留在服务器位置的1米以内

它是如何工作的?

sRRS处理服务器上的布娃娃计算,并在可能的情况下将更新的布娃娃位置返回给每个客户端。 然后,客户端将尽可能平滑地将本地网格位置插值到该位置,同时在本地模拟布娃娃效果。 虽然这确实导致ragdoll在所有客户端上不是100%相似,但这大大提高了网络性能,同时保持位置在所有客户端上大致复制。

为什么是sRRS?

  • 100%蓝图
  • 易于实施到您的项目中
  • 适用于所有服务器设置
  • 易于修改
  • 功能恢复-逻辑
  • 适用于任何角色/骨架
  • 功能示例逻辑(仅4.24或更高版本)
  • 内置调试/测试
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