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How to achieve wrecking ball multiplayer?

How can i make the character in over-watch called wrecking ball. (networked)

OBSLY want this in multiplayer is it possible? https://www.youtube.com/watch?v=mXnzBRSU-QU

Functions Rolling Right click to shoot grappling hook and swing around like him

that's basically what i need to know :/ don't know where to start

Product Version: UE 4.20
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asked Sep 02 '18 at 09:40 PM in Blueprint Scripting

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avatar image PiJellyPin Sep 02 '18 at 09:47 PM

the player will be the ball all the time so there wont be a FPS view

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2 answers: sort voted first

Possible but replicating swinging properly is tricky.

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answered Sep 02 '18 at 11:03 PM

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avatar image PiJellyPin Sep 03 '18 at 01:43 AM

how would i go about that does not replicating physics work with it?

avatar image ortroll Sep 03 '18 at 12:04 PM

Grab basic movement from there. Experiment with physics constraints for grappling hook mechanics.

avatar image PiJellyPin Sep 03 '18 at 12:25 PM

thanks i will make sure to update thread if i make progress :)

avatar image mightyenigma Sep 03 '18 at 03:52 PM

Well that makes it easier if you aren't replicating for multiplayer. In that case you can just use physics simulation.

avatar image PiJellyPin Sep 03 '18 at 04:13 PM

well i want it to be multiplayer its kinda weird how UE4 does not have this stuff figured out :3, like a movement component that replicates physics or something would be handy

avatar image mightyenigma Sep 03 '18 at 04:23 PM

You can do physics in multiplayer but it will get choppy because different machines calculate the physics slightly different ways and have different framerates, PLUS network latency.

avatar image PiJellyPin Sep 03 '18 at 05:22 PM

how can i fix this? cuss ubisofts overwatch character seams pretty seamless never seen any lag with that one. so it must be possible somehow

avatar image mightyenigma Sep 03 '18 at 07:53 PM

I am not familiar with that character so you might not actually need simulated physics to get him to move the way you want. Maybe you can get by with lots of LaunchCharacter calls that just make it LOOK like simulated physics, but you'll have to figure out the vector math on that one.

Also if you want to smoothly replicate movement for anything that's not a CharacterMovement type of movement or a straight line projectile or a Timeline-driven movement sequence (Hey maybe you could do it that way!) then you have to create your own network prediction, lag compensation, and smoothing code, because those are the only 3 things I know of the reliably do smooth network replication out of the box.

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Oh hey I just watched some of the video you put a link for. I thought you needed him to swing like an actual wrecking ball. Watching the video, I think you don't need anything special! You just need to have a way to switch some of his Character Movement parameters when he switches to ball mode, and have the ball animate/spin to pretend it's rolling instead of what's really happening which is just him walking but LOOKING like he's rolling, and his Ground Friction and Deceleration are just switched to lower numbers while in ball mode.

So he doesn't have to actually roll like with physics, he can just Walk while doing a rolling animation or spinning the ball mesh proportional to his velocity.

Do it this way and the network replication will be automatic and smooth for the character movement because CharacterMovement is coded that way in the engine.

BUT WAIT: I watched the video further and he does have a swinging grappling hook motion. I don't know how to get that working smoothly over network. But someone else does. A few people on here have done it.

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answered Sep 03 '18 at 07:59 PM

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avatar image PiJellyPin Sep 04 '18 at 06:49 AM

Now we kund of got movement and such working we just need the physics constraint swing to work with motion and such and not be so much bs and set speed limit for rotation speed and we are all set :D

avatar image PiJellyPin Sep 04 '18 at 01:25 PM

Wish to get this working so bad :D me and my friend have been trying for hours getting this shit to work but still no progress.

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