UE5.2 - Rope Swing System V2 (Interaction With ALS v3.2) | Download
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- Опубликовано: 5 фев 2025
- The video presents the nearly final mechanics of the Rope Swing System, which I have managed to create. It is inspired by games such as Uncharted 4, The Last Of Us 2, and Tomb Raider. Unfortunately, there are problems that I have not been able to solve. One of the main limitations of the system is that the collision detection by the rope (MyCableComponent) works only on Simplex collisions (volumetric collisions, represented using basic shapes). The resulting position of the player is calculated based on the rope's anchor point, or contact with the collision, and the length of the arm. The whole thing is applied to the character as "Add Force". The system's base is built on C++, but it also contains a lot of Blueprint code.
Testing and development on Unreal Engine 5.2. Project IWALS 3.2 (Not Replicated).
Discord server: / discord
My Patreon (Download project): / jakubw
Its beautiful
Looks incredible, wonderful work.
Great stuff! Thank you for the continued updates Jakub; looking forward to checking out the update now!
Brill! Excellent addition, this will go far.
things I'd still fix are the sniper rifle watching each shot land on target. Going next to the edge and looking down. Fast and fluid climb. Getting up from crawling animation.
There is already a getting up from crawling anim. You have to make a small change in the base character for it to work though. I can't post links on youtube so you would have to ask in the discord.
At the moment I think these are details . It is worth noting that I am not creating a finished game, I am only creating mechanics that may be helpful. I try to focus on details, but Im can't create everything perfect. I'm creating this alone so time is also important here 🙃
Oh yeah! That's so awesome that you made it possible to jump off edges witht the rope rapped around somthing like that :D I was really hoping you would hehe...
Another cool thing that would be awesome is if it was possible to tie the rope around certain objects. Like if you line trace to see of the trace is true only for selected objects.
Then if it's possible to tie to it then you can use it to either tie up to rappel, or perhaps even to make trip wire traps or something... At least for rappeling. Like a pipe on a rooftop and stuff that would make sense to tie a rope to. Or even something you could pull along with you
At the moment I think it's too complicated for me. Just creating the cable simulation took me quite a long time. However, the entire rope simulation system has many features that may be helpful in creating similar mechanics. You can see the details here: ruclips.net/video/FN_9h5aeKYk/видео.html
Awesome work Jakub! The rope swing was one of the anticipated ones :) To add, could you focus on polishing the system itself as the updates go on? The character can do tons of things right not, but for example, UI is bad. So perhaps simplify that so that it is easier to edit, or just other bugs like walking on ledges i noticed does not turn on and little things like that.
Keep it up! 💪
UI is really easy to edit. Jakub can't make it easier.
Looking better
Really cool!❤ i love it! Do you already know what are the plans for the next update?
This update for rope swing just came out. But on the patreon post he mentioned the next update would focus on optimization and bug fixes.
@@Alex9250 alright thank you
I hope you consider selling the Rope Climb/Swimg system seperately on the marketplace. This does not exist yet and will help a lot of people!
Great work. I am a Patreon member. What is the easiest way to use manny/metahuman in project?
It does not specialize in creating retarget files. However, I once created a system that helped to retarget metahumans (UE4 skeleton to UE5). However, it only works on UE5.0.
Rope deflection is the best, even in assassin's creed or uncharted no such thing
NEED IT! Quick question though, does it also have some form of enemy setup that I can use? Friendly and enemy targets? Lemme know, will sub to your Patreon for the downloads then. :) Thanks!
there are only enemy AI. Humans and zombies
i can not wait jakub im a member where i can find the link to the discord?
Can you tell me how I could add a new weapon to this system?
Can you make all the player controls available? not all commands are within easy reach
go to the project settings and under engine look for the input tab.
Hey brother. Can you show that how to change those vfx and effects and also the deafult guns skins or mesh or so.
Unfortunately, I haven't recorded such tutorials. It's not difficult to do if you have skills in Unreal Engine and, for example, Blender. Most of the visual elements of shooting can be found in this function: snipboard.io/9U50Lf.jpg. To change the weapon model meshes, you can do it in two ways. One is to reimport the current model while maintaining a similar bone hierarchy, or you can add your own models and then replace the data in the Data Table that stores information about the weapons.
@@jakubw6404 Thanks Brother it is such a helpful information
If I subscribe your Patreon and download the code, what will be the license conditions for your code?
Hey, amazing job! I watched the demo of version 2.5.1, and during reloading the magazine was detached from the weapon (and did not just spawn as in version 3). Why is this not in the latest version and is it worth waiting for in the next one?
It was a small mistake on my part. It has already been corrected. As a test, I checked the "Render As Static" option for skeletal mesh and forgot to uncheck it. I will be re-uploading version 3.2 soon which will include some fixes.
@@jakubw6404 okay, thanks for the answer, appreciate it
which butao makes him lie down
ctrl + space bar
Are the animations based on the UE4 or UE5 mannequin?
UE4
Thanks, I have used the ikretargeter to make it fit with my other player skeleton
Are you the developer of ALS system?
No. The developer of ALS system is LongmireLocomotion.