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Loco Dev

Loco Dev

@LocoDev7701

Making Locomotion System Tutorials for UE5 https://t.co/iWjJ25i5yw

เข้าร่วม Mayıs 2023
11 กำลังติดตาม518 ผู้ติดตาม
Loco Dev
Loco Dev@LocoDev7701·
@kran27_ This is another system, and I have already made it too!
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Kran
Kran@kran27_·
@LocoDev7701 no you're supposed to slow down the movement, lock the camera, show a button prompt, and make them slowly shimmy through the gap!
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Loco Dev
Loco Dev@LocoDev7701·
@_kaos7 Yeah hopefully GTA 6 will have something like this too.
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de_cache
de_cache@_kaos7·
@LocoDev7701 Are my hopes too high if this is what I’m expecting from gta6
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Loco Dev
Loco Dev@LocoDev7701·
@StephenDGames Exactly haha, simple logic can look surprisingly high-end
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STEPHEN DDUNGU | GAMES
STEPHEN DDUNGU | GAMES@StephenDGames·
@LocoDev7701 I love that in game dev, you can make the coolest looking stuff out of the simplest mechanics 💯 Good work!
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Loco Dev
Loco Dev@LocoDev7701·
@MadridistaRPG Yeah it’s crazy, the older Ubisoft games had a lot of nice movement details like this.
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Madridista
Madridista@MadridistaRPG·
@LocoDev7701 E pensar que a ubisoft fazia isso em 2014 e hoje a propria ubisoft faz bonecos estáticos que passam um dentro do outro
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Loco Dev
Loco Dev@LocoDev7701·
@tontan009 As long as the detection is active, yes, it will work for moving obstacles as well!
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Loco Dev
Loco Dev@LocoDev7701·
@Excoverse Right now the character position gets corrected automatically when bumping into obstacles, but it would be easy to add a bump or similar animation so the passage doesn’t feel interrupted. I would just need the animation to make it work as I’m just a dev haha
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Loco Dev
Loco Dev@LocoDev7701·
@MarkusEicher70 Thanks, this one is my own implementation in UE5, not a built-in engine feature. Still refining it, but the core logic and behavior were done by me.
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Markus Eicher
Markus Eicher@MarkusEicher70·
@LocoDev7701 That looks stunningly good. Did you craft this on your own or is this a component or feature delivered with UE5 engine?
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Loco Dev
Loco Dev@LocoDev7701·
@SamuelJ11889309 Sphere traces fire every frame on both sides based on the character's location. When one hits a wall, it drives an additive blendspace that changes the character's orientation to react to it. Capsule radius also adjusts for tight spaces. All Blueprints.
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Loco Dev
Loco Dev@LocoDev7701·
@athinaslime There's a cost since it fires sphere traces every frame, but they run only when obstacles are near.
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Loco Dev
Loco Dev@LocoDev7701·
@jeanclaudemaxi4 I used a simple blendspace for the animation and sphere traces for the obstacle detection, very simple system to make.
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Loco Dev
Loco Dev@LocoDev7701·
Replicated ragdoll and get ups from ALS to GASP. Satisfying enough for a tutorial?
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Loco Dev
Loco Dev@LocoDev7701·
Physics replication in progress..
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Loco Dev
Loco Dev@LocoDev7701·
Entertaining ragdoll physics
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