Features:

  • A Component and a Rope blueprint manage all the logic.
  • Movement is handled by Timelines and curves. No physics are implemented.
  • A test Level with Grapple Points to move around.
  • 3 types of Grapple Points: Landing, Swinging and Jumping Points.

Number of Blueprints: 1 Component, 2 Blueprints (Rope / Grapple Points), 1 Widget

Input: Gamepad, Keyboard and Mouse

Network Replicated: Not Replicated

Supported Development Platforms: Windows 64 bits

Windows: Yes

Mac: No

Documentation: Version 2 Video Tutorial / Version 1 Documentation

Important/Additional Notes: This product includes some of Epic’s demo assets inside the Demo folder

特征:

  • 组件和绳索蓝图管理所有逻辑。
  • 运动由时间线和曲线处理。 没有物理实现。
  • 一个带有抓点的测试级别。
  • 3种类型的抓斗点:着陆,摆动和跳跃点。

蓝图数量:1个组件,2个蓝图(绳索/抓斗点),1个小部件

输入:游戏手柄,键盘和鼠标

网络复制:未复制

支持的开发平台:Windows64位

Windows:是的

Mac:没有

文件: 第2版视频教程 / 版本1文档

重要/附加说明:此产品在演示文件夹中包含了Epic的一些演示资源










Demo

Example Video

Version 2 Tutorial Video

If there are any issues, questions or technical assistance, please let me know, I’ll respond as soon as possible.

– One of the most common issues is the missing Notifies of the Throw Rope Anim Montage. Depending on how the animations where migrated, they need to be added to your character animation montage. Here is an example on how to add them.

Previous questions and reviews: Orbital Market Link

04/05/2024: Version 2 Update – Character Component support was added. It now uses Montages to play all animations. Land Recovery animations might not blend smoothly in some cases. Here we can download mirrored versions of those animations. Try using both in case one of them blends better than the other.

  1. Place Grapple Points around the level and choose between 3 types: Landing, Swing or Jump Points.

  2. Perform a grappling ability between locations, launch or throw the rope and use swinging points.

  • The component searches constantly for Grapple Points within view and places a Widget on top of the one closest to the Player and within a certain angle.

  • Searching for Grapple Points its done on Tick. It can be paused with a component provided function.

  • Customize the Widget’s color and size.

  • All animations play using Montages only.

  • A few nodes need to be added inside your Character blueprint. They are used to communicate with the Component.

Requirements:

  • A Third Person Character with a Character Movement component.

  • A Character Animation Blueprint that can play Montages.

  • A Custom Trace Channel used by the component and blocked by the Grapple Points only.

Limitations:

  • It won’t work as intended if your Character uses a system that constantly updates Gravity and Velocity. Before using Grapple Points, both Gravity and Velocity are set to 0. After a short period of time, Gravity is returned to it’s previous value. Depending on your project, any logic that constantly updates Gravity and Velocity should pause momentarily before using Grapple Points.

  • Unreal Engine’s Control Rig Foot IK solution will rotate incorrectly both Character’s legs while using Grapple Points. To prevent that, we need to set the IK Alpha value to 0 and return it to 1 after using Grapple Points. The tutorial video provides more information on how to do it.

  • There is an issue with the Cable Component Plugin in the engine versions 5.2 and 5.3 where the cable segments bend incorrectly so the Rope in those versions only has 1 segment. As a result, the rope doesn´t bend like in the 4.27 – 5.1 and 5.4+ versions.

  • Not replicated.

—- Attribution —-

The following assets are included in this product: Link

示范

示例视频

第2版教程视频

如果有任何问题,问题或技术援助,请让我知道,我会尽快回复。

-最常见的问题之一是失踪 通知书扔绳Anim蒙太奇. 根据动画迁移的方式,它们需要添加到角色动画蒙太奇中。 这里 是如何添加它们的一个例子。

以前的问题和评论: 轨道市场连结

04/05/2024:版本2更新-增加了字符组件支持。 它现在使用蒙太奇来播放所有动画。 在某些情况下,土地恢复动画可能无法顺利混合。 这里 我们可以下载这些动画的镜像版本。 尝试使用两者,以防其中一个比另一个更好地混合。

  1. 在关卡周围放置抓斗点,并在3种类型之间进行选择:着陆,摆动或跳跃点。

  2. 执行位置之间的擒抱能力,发射或扔绳子,并使用摆动点。

  • 该组件不断搜索视图中的抓斗点,并将一个小部件放在最接近玩家的一个顶部并在一定角度内。

  • 寻找抓手点是在滴答声上完成的. 它可以暂停与组件提供的功能。

  • 自定义小部件的颜色和大小。

  • 所有动画只使用蒙太奇播放。

  • 需要在角色蓝图中添加一些节点。 它们用于与组件通信。

要求:

  • 具有角色移动分量的第三人称角色。

  • 可以播放蒙太奇的角色动画蓝图。

  • 组件使用的自定义跟踪通道,仅由抓斗点阻止。

限制:

  • 如果你的角色使用一个不断更新重力和速度的系统,它将无法按预期工作。 在使用抓点之前,重力和速度都设置为0。 在一小段时间后,重力将返回到它以前的值。 根据您的项目,任何不断更新重力和速度的逻辑都应该在使用抓点之前暂时暂停。

  • 虚幻引擎的Control Rig Foot ik解决方案在使用抓斗点时会使角色的两条腿不正确地旋转。 为了防止这种情况,我们需要将Ik Alpha值设置为0,并在使用抓斗点后将其返回到1。 教程视频提供了有关如何执行此操作的更多信息。

  • 引擎版本5.2和5.3中的电缆组件插件存在问题,其中电缆段弯曲不正确,因此这些版本中的绳索只有1个段。 因此,绳索不会像4.27-5.1和5.4+版本那样弯曲。

  • 未复制。

—-归属 —-

此产品中包含以下资产: 连结

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