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

v2.3.4
GMC_ReplicationCmp
  • Changed move history behaviour on the client-side when the queue is full. The oldest unacknowledged move will now be replaced with the newest move (instead of discarding the new one).,
GMC_OrganicMovementCmp
  • Fixed a problem with getting stuck on ledges in certain situations.,
  • Added additional meta data flag StopAllMontages for montage simulation.,
  • Improved collision handling for rotations with asymmetric collision shapes.
v2.3.3 General
  • Added UE 5.6 support.,
  • Added additional argument StopAllMontages to the GMCPlayMontage node.,
GMC_ReplicationCmp
  • Added new parameter MinRepUpdateInterval.,
GMC_OrganicMovementCmp
  • Added new parameter SlideWhenLanding.,
  • HaltMovement now correctly stops the root motion montage animation as well.,
GMC_MovementUtilityCmp
  • Fixed StopMontage function stopping all montages instead of just the one active in the montage tracker.,
  • Changed how the FilterContext (renamed to GetMovementContext) and FilterOverlap functions work. Refer to the updated documentation on networked overlaps for more information. You may get a warning when opening Blueprints that still have the Aux variables previously used for overlaps; you can delete those variables, the type doesn't exist in this new GMC version as it's not needed anymore.
v2.3.1 GMC_OrganicMovementCmp
  • Added Traction property to enable more arcade-like movement input (category Movement|Physics).
  • Fixed simulated pawns getting stuck in movement mode "None" in some cases.
v2.3.2 General
  • Added new Ladder demo plugin which demonstrates a ladder climbing mechanic implemented in Blueprint using a custom movement mode.
GMC_ReplicationCmp
  • Added parameter PostSpawnSmoothingPause. This will cause the replication component to first accumulate replication data for the specified time after spawn before starting the smoothing algorithm (can prevent flicker on the client when spawning in pawns).
  • Added options to disable local compression for the built-in state values.
  • Improved the performance of resetting the move history container.
GMC_OrganicMovementCmp
  • Set the correct default value of 1.0 for the FloorTraceShapeScale parameter again (was erroneously set to 0.95 in the last update, which caused movement issues in certain circumstances).
GMC_Pawn
  • The default nav agent location (as returned by GetNavAgentLocation) is now the lower end of the root collision, which brings it in line with what the CMC uses.
v2.3.0General
  • Added new Catch & Throw demo plugin which demonstrates interactions with a physics ball and includes client-side projectile prediction and some custom simulation techniques. The example showcases how the GMC's replication system can be used creatively to implement game mechanics not directly related to movement. However, be warned that this is an advanced use case and requires a great deal of knowledge not only about the GMC, but networking concepts in general.
  • If you have custom simulation code in your project already, it is likely that you will need to replace some functions/variables that have been renamed, removed or had their arguments changed. There were too many changes for me to list them all here, if you can't find something now that was there before
  • Jumping and landing animations in the demo project are triggered locally now + some improvements and changes in connection with the new smoothing system.
  • Added GMC_Delay macro to the macro library.
  • Debug inputs for the mass movement example are replicated now.
  • Added bInitServerOnClient=true to the engine config by default (required to use Steam sessions in newer engine versions).
  • Added header GMCVersion.h which from now on provides version definition and comparison macros for GMC builds.
    GMC_ReplicationCmp
  • Completely reworked the smoothing system and implemented extensive netcode improvements. The most important user facing change is that there's now just one setting called Smoothing Mode which is largely set and forget with some simple parameters to adjust, no inter/extrapolation confusion anymore. The smoothing modes themselves are mostly still there but have been renamed and in part had their functionality extended and/or changed. The new names are more descriptive and consistent with each other:
- "None" still means no smoothing. Now supports accurate rollback if SendRollbackClientTimestamps is true. - "Unbuffered Interpolation" was previously "Match Latest". Now supports accurate rollback if SendRollbackClientTimestamps is true. - "Fixed Buffered Interpolation" was previously "Fixed Delay". - "Adaptive Buffered Interpolation" was previously "Adaptive Delay". - "Forward Simulation" was previously "Uniform Simulation". Now supports semi-accurate (but very expensive) rollback if SendRollbackClientTimestampsis true. - "Local Simulation" is similar to what "Cumulative Simulation" was before, but it has been altered to serve a different purpose. Rather than using it permanently, it can be switched to briefly for locally running physics on simulated pawns while still incorporating replicated inputs.
  • Post mesh/component smoothing has been improved, provides new parameters and can be applied to any child component of the pawn now. Note that this is enabled by default for the skeletal mesh of the demo characters, which may not be desirable for all types of games (e.g. if you want to shoot at the mesh).
  • Replication of physics simulations now also supports "Unbuffered Interpolation" and "None" as smoothing modes.
  • Added FGMC_RollbackTiming to move meta data, which is used to improve rollback accuracy when the new option SendRollbackTimestamps is enabled. Requires more bandwidth and maybe lowers security a bit, but the tolerance for accepting client rollback timestamps can be changed with the option RollbackClientTimestampTolerance.
  • Added option RollbackServerTimeBias, which can be used to adjust the server-calculated rollback time.
  • Added support for Unreal's record/replay system (only UE 5.3 and higher).
  • Added the option to disable client replays (UseClientReplay).
v2.2.2 General
  • Added support for UE 5.5 (file include and API changes).
  • Possible fix for a rare GC issue when binding UObjects.
GMC_OrganicMovementCmp
  • Added MontageDelta parameter to several montage functions/events (tells you how much the montage was advanced).
GMC_Aggregator
  • Fixed a crash when ticking unregistered components in the aggregator.
  • Disabled ticking mesh components from the aggregator by default as this can cause problems with animation multithreading.
v2.2.0
v2.1.0 General
  • Added UE 5.4 support.
  • The demo project now has the speedometer and the runtime gold source config menu for FP characters again, like it used to have in the GMCv1 first person template.
GMC_ReplicationCmp
  • Added lag compensation based on client ping for smoothing modes that don't use a simulation delay. This method of calculating the rollback state is naturally a lot less accurate and more susceptible to network fluctuations, but it's better than nothing and makes the other smoothing modes more viable.
  • Added the option to separately set a component to smooth in the pawn's scene hierarchy. This is part of the replication component, but there's also a new option Smooth Mesh in the organic movement component that automatically sets the skeletal mesh to be the smoothed component if present (enabled by default). The only functional downside of this is that it makes changing the mesh offset in code a bit more complicated.
  • Added UseUnreliableClientMovesThreshold to the replication component. This slider allows you to optionally use unreliable RPCs for client moves when the client has more pending reliable RPC packets than the set threshold (indicating network congestion). This will usually improve simulation of the pawn on other clients at the cost of degrading prediction results for that pawn locally. So in a way, it allows you to configure how quickly you want to punish a player for a less than optimal connection quality to the benefit of other players.
GMC_MovementUtilityCmp
  • Limited overlap filtering to the pawn's root component. If you were using the GMC Filter Overlap macro in your code, you will need to do a minor (and obvious) adjustment.
GMC_OrganicMovementCmp
  • Added bSurfacesBelowPawnOnly to the based movement settings. Disabling this allows for also accepting bases that are not directly under the pawn.
Update to 5.3 v2.0.0
Update to 5.3 v1.6.5
UGenMovementReplicationComponent
- Fixed a client crash that could happen in rare cases during possession changes.
- Added missing calls to the parent implementation in SetUpdatedComponent.

UGenOrganicMovementComponent
- Added a log message when an unsupported component is set as root.
- Added missing calls to the parent implementation in SetUpdatedComponent.
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