How to modify the Blueprint FPS example like quake 3 movement

I need to replicate quake 3 movements like trickjump, bunnyjump, pogojump, rocket jump, doble jump, wall jump, rampsliding, etc, must be in blueprint for unreal engine 4.

Create your own ACharacter and play with CharacterMovment component, you can also look up UT ;]

Recreating Quake 3 movements are not exactly easy as a whole, when it comes to more of the things such as strafe jumping and bunnyhopping as that requires a lot of calculation and the likes.

A good place to start with the theory on this would be to visit: this page, by Flafla2 which discusses Source Engine-like bunnyhopping from a programmer’s perspective.

You can most likely take the base concepts presented into this in which (if you feel like ever delving into C++) you will either have to:

-Code all of the movement yourself

or

-Figure out all the required calculations in Blueprint (which will certainly take up a lot of your time.)

Double jumping support is built into the current CharacterMovement component in the base third person and first person example projects, so that is simple. It is the option next to “Jump Max Hold Time”, I believe.

Walljumping will involve moreso line-traces as to check if the player is close to a wall and the likes. I have an example blueprint set up which works over a Network. Will edit my post soon and/or send via PM if you would like.

Rocketjumping requires calculations with the “Add Radial Force” node with a projectile based weapon system (obviously) to be pulled off successfully. In theory, you must apply that radial force within a sphere collision system, in which it pushes the player back depending on the area in which they are positioned.

However, if you would like to pay for all of this stuff instead of working out all of this in BP compared to theory, then I would highly recommend checking this pack out. It works entirely networked and is a simple solution to most of your troubles here.

I hope this helped!

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