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Coin 5.6 5.5 5.4 Plugins Update GMCv2 - Advanced Locomotion & Network Prediction Framework v2.3.4 +all content

Update to 5.1 + 5.2 v1.6.3
v1.6.2

UGenOrganicMovementComponent
- Fixed an issue where a change in the replicated root collision shape was not applied properly to simulated proxies.
- Changed how the velocity is recalculated upon hitting a barrier when grounded. Previously the pawn was being slowed down more than intended when running into a wall at an angle and could sometimes experience sudden jolts in a direction when hitting obstacles.
v1.6.1

UGenMovementReplicationComponent
- Fixed an issue with the macro configuration that would cause shipping builds to fail if they had USE_LOGGING_IN_SHIPPING defined.

UGenMovementComponent
- Made functions SetRootCollisionLocation and SetRootCollisionLocationSafe callable from Blueprint.
- SetRootCollisionShape will not rename the root component anymore if the passed collision shape is the same as the current one.

UGenOrganicMovementComponent
- Fixed an issue that could cause stalls when dynamically set root collision objects were garbage collected.
- Added more default conditions for the pawn to be able to start and stop path following.
- Added new parameter MaxGroundedVelocityZ (category Movement|Operation).

UGenGoldSrcMovementComponent
- Added the possibility for the pawn to slide over walkable surfaces (i.e. go airborne) with enough speed. Lowering/increasing MaxGroundedVelocityZ lowers/increases the speed required to slide.
v1.6.0

General
- Added support for 5.1. Version 4.26 will not be updated anymore on Epic's side (they only build for the latest 3 engine versions) but it can still be compiled from the 4.27 source.

UGenMovementReplicationComponent
- Added server-authoritative physics replication. This can be activated by using the functions Server_EnableServerAuthPhysicsSimulation and EnableServerAuthPhysicsSimulationLocal. See the function descriptions for more details. The physics are calculated only on the server in this case and are not predicted on the client-side, so it is recommended to only use this for server-controlled pawns.
- Added client-authoritative physics replication. This can be activated by using the functions Server_EnableClientAuthPhysicsSimulation and EnableClientAuthPhysicsSimulationLocal. See the function descriptions for more details. The physics are calculated only on the client in this case. Replicating physics like this often requires separate logic for client and server, and it is very easy to cheat for clients using this approach so use with caution. Also, there is no physics interaction of the pawn with other objects when using client-authoritative physics.
- I have changed the way client moves are processed on the server. The new way handles packet loss better and also allows you to trade performance for latency in some cases. The behaviour can be controlled through the parameters RemoteMoveProcessingChunkSize and MaxNumBufferedRemoteMovePackets (category Networking|Advanced). You usually don't have to touch this, the preset values should be good for most use cases.
- The names of the Blueprint parameters for binding functions have changed to indicate more clearly what they do: Replay is now called Replicate AP / Replay (AP = Autonomous Proxy), Replicate is now called Replicate SP (SP = Simulated Proxy). There is no change in functionality.
- Prediction can now be enabled/disabled in the networking settings (bUseClientPrediction).
- Collision location and rotation interpolation is now used by default for simulated pawns.
- Added new extrapolation modes: SemiSimulated and FullSimulated. See the enum descriptions for more details. The implementations for these are preliminary and will be expanded upon in a future update (simulated interpolation is not available yet). For now the default extrapolation mode Simple is still recommended.
- In connection with the new extrapolation modes there are now also separate sub-stepping parameters for simulated pawns in the Networking|Advanced category.
- Added a safeguard that prevents reliable buffer overflows for RPCs.
- Added support for interpolated input-preserving client corrections (bUseSmoothCorrections). The time over which to interpolate to the corrected position can be adjusted with the SmoothCorrectionTime parameter.
- Added option bAssumeClientState.
- Added function HasCurrentInterpolationData.
- Added log messages for failed rewinds.

UGenMovementComponent
- Added new utility functions SetRootCollisionLocation, GetRootCollisionLocation and SetRootCollisionLocationSafe.
- Added functions PausePathFollowing, ResumePathFollowing and GetCurrentPathFollowingRequest.
- Added function GetCurrentInterpolationTime.

UGenGoldSrcMovementComponent
- Fixed a bug where the input vector was not transformed correctly for AI when acceleration-based path following was used.
- The default jump mode is now SemiAuto.

UGenOrganicMovementComponent
- Added option bInterpolateCollisionExtent.
- Added an overridable event to allow custom logic for direct AI movement (BotDirectMove).
- Moved the function Client_DoNotCombineNextMove to UGenMovementComponent. It has also been renamed to just DoNotCombineNextMove since it already ensures internally to only run on autonomous proxies.
- Added option to skip resolving external penetrations which can be expensive (bResolveExternalPenetrations) .
v1.5.1

UGenMovementReplicationComponent
- Fixed an issue where an unfounded error message would show up in the log if the Simulate option was used to start the game in the editor.

UGenMovementComponent
- Fixed a bug where the AddRadialForce/AddRadialImpulse functions wouldn't do anything if the falloff was set to Constant.

UGenGoldSrcMovementComponent
- Fixed a bug where changing the MaxSpeed property in the Blueprint archetype had no effect ingame if no GoldSrcConfigMenu widget was used.

UGenPlayerController
- Fixed a bug where the two game state classes GenGameState and GenGameStateBase were not treated equally in the time-sync code.
Update to v1.5.0

v1.5.0

UGenMovementReplicationComponent
- Added the option to switch interpolation modes. Fixed Delay is the standard mode that was already used in previous versions, the new modes are Adaptive Delay and Match Latest. Adaptive Delay is now being used for the Regular and Low-end presets to automatically reduce the delay with which which remote pawns are displayed locally based on the client's ping.
- Added parameter MaxExtrapolationRatio to limit how far the pawn can be extrapolated into the future when there's no recent enough state data.
- Added ServerMinUpdateRate. This will ensure that if one client experiences a lag spike the game can continue relatively smoothly for the other connected players. It is also possible to produce such lag spikes artificially (a form of cheating called "lag switching") so this also increases security.
- Added advanced parameters MaxClientUpdateWaitTime, SkipBoneUpdateForSmoothing, SkipBoneUpdateForRollback, FillStateQueueForLocalServerPawns and FillStateQueueForRemoteServerPawns.
- Added experimental feature to rewind a pawn to a previous state outside of the movement component (e.g. for server-side hit detection). Read the function descriptions of RewindPawn and RestorePawnAfterRewind for more details.

UGenMovementComponent
- There was a bug in the AddVelocity function where the input velocity was mistakenly multiplied by the delta time before being added. This has been fixed but if you were using this function the behaviour of your pawn will likely change. A quick fix for this would be to manually multiply the input velocity with the delta time before you pass it to the function to get the same behaviour as before.

UGenOrganicMovementComponent
- OrientToInputDirection is now based on the result of GetProcessedInputVector (was based on the pawn's input acceleration before).
- Added FallControl. This is similar to AirControl from the CharacterMovementComponent and, as the name suggests, lets you control the pawn more precisely while airborne (compared to just using the airborne acceleration value as is).
- Added missing hit notify when switching from airborne to grounded movement based on the floor trace result.
- Added advanced option LandOnEdges.

AGenPlayerController
- Split up the max client time difference into MaxClientTimeDifferenceHardLimit and MaxClientTimeDifferenceSoftLimit which allows for more consistent time synchronisation in bad network conditions.
- Added a warning when the default game state class is still being used. Use GenGameState or GenGameStateBase as game state class, support for the default game state will be removed in a future release.
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