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Enable Non Z Up
This support is eternally experimental, subject to change (as I have no control over NinjaCharacter) or be dropped.
And it is limited in how much of MoveIt is supported when in use.
This interface is optional and only used if you want to change default behaviour
Add MICharacterInterface
to character
Override interface per-character
MoveIt uses RotationRate
of 540 but NinjaCharacter uses 360.
You will glitch severely if all these values aren't the same.
Set all CharacterMovementComponent RotationRate
(Pitch, Roll, Yaw) to 540 (or your own value) for desirable results.
Modifying UseZUp at runtime wont work - it's cached for performance
Support is rudimentary, you should expect things to not work quite as well, and you should expect issues that you bring up to not always be fixed
- Cycled Movement doesn't work correctly (due to issue with NinjaCharacter)
- Foot IK doesn't work as well as I would like
- Pelvis Z offset is aggressive and requires changing settings
- Does not support foot rotation
- Aim Offset not supported
- Look Target not supported
- Orient to Ground is obviously disabled (since you're orienting the entire character)
LEGACY - Pre 2.4 - Default MoveIt Input File [ D ]
Prerequisite knowledge for using MoveIt
- Project Setup [ V ]
- Character Requirements [ V ]
-
Character Setup [ V ]
- Optional: Adding Missing IK Bones [ V ]
- Retargeting Preparation [ V ]
-
Animation Retargeting [ V ]
- Optional: MetaHuman
- Optional: Custom Retarget Pose [ V ]
- Transfer Physics Asset [ V ]
- Connecting Character Up [ V ]
- View Component [ V ]
- Spring Arm [ V ]
- Root Motion
- Weapon Poses & Aim Offsets
- Collisions & Physical Materials [ V ]
Settings, Look & Feel
- Turn In Place Overview
- Pivoting
- Cycled Movement
- Coyote Time & Bunny Time
- Walk / Jog / Run State
- Turning Circle
Expanding your MoveIt knowledge
Common game types with MoveIt
Tutorials contributed by community members