Lets Talk About Mover (Unreal Engine 5.4)

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hi uh today we're going to take a little bit of a detour in our development around Lyra and talk about some new features that have been released in 54 so in our last video we upgraded our Lyra project from 53 to 54 and in exploring some of the new features that are released in 54 uh there are two particular ones that I think have a material impact to go go forward game design and development and will particularly impact the way Lyra is structured around animations and movements um and so I'm going to talk about one of those two called the Mover uh but I also want to make reference to it to a great video that was already put out so I'm not going to recreate this video but uh smart paully put out a video and I'll leave a link in the description below um it's only a few minutes maybe 5 six minutes I think or maybe 10 um on motion matching in the animation Blueprints and he actually uses the Lyra animations and shows how easy it is to take the Lyra animations and the motion matching in 54 um and restructure a large chunk of how the anim blueprint Works um and dramatically simplifies the translation of movement into animation um so do watch that video on motion matching I do think that is going to be a critical change going forward in how we author animation blueprints the second piece of this is what I'm talking about now this mover uh which is the start of the shift away from the character uh movement component so up to this point from way back when to now um the character movement component is how you've moved a character through the world particularly in multiplayer games where you had to have net replication and you had to have you know lag support and all those features um this character mover 2.0 or or mover uh is epic's start down that path so this is very experimental early release uh I wouldn't recommend you shift your game to it right away but it is something to keep an eye on maybe play around with learn a little bit it will change the way we we we code going forward so you know this uh in order to turn it on go to the plugin flick the on switch restart your uh editor uh these are the three although I think you really only need the first two uh but I turned all three on and here are the key differences so character movement component CMC which has been around forever as I said the first big difference is it had to be attached to a character so it was hardwired between the actor the character Act factor and the character movement component those two were hardwired together um and the Collision capsule had to be a capsule so it really only supported sort of bipedal uh characters that were kind of upright and basically human shape and form if you wanted to enhance it you had to go through some very custom logic inside C++ inside the CMC and they had left a few bit flags that you could turn on for your custom movement type and so it was very complicated and very C++ oriented work um and so there was a lot of workarounds done in order to not have to deal with all that complexity but it really limited what you could do uh with character movement the uh new component mover even though the letters are the same it is the character motion component um which is close to character movement component it can actually be on any actor um so it doesn't need to be a character anymore in fact this probably spells the death of the character class uh as a as a class in the class hierarchy as you can attach this to a pawn and pretty much get 99% of the functionality of the character um the Collision can be any type of collision it does not need to be a capsule anymore and the movement modes the two things I think that are important is one movement modes can be managed in Blueprint uh instead of C++ so that expands sort of the more artistic side and enables more people to experiment with different movement modes um but they can be dynamically added and removed via code so you can have overlap volumes uh completely change the way your movement modes are are functioning you can add and remove them at will um and then you can expand them with a combination of C++ and blueprint and so those are the the fundamental differences between the two uh whereas the Mover you can see is starting to be much more genericized much more uh subcomponent based uh and and starts to break that hard linkage apart so we're going to take a look at the zipline uh that's been provided in the example content it's an easy one to explore as it's a a capability that the standard CMC did not have um and you can walk through the code and it's relatively clean and simple and you'll see sort of how zipline is enabled so let's jump over and take a look at the zipline so in order to understand uh how the Mover is working let's take a look at the zipline that's released as part of the Mover example Maps so if you have enabled those plugins the Mover example content and and then the maps folder you can open up the character movement Basics and that will load this uh level here and in where you can test out mover in a variety of different uh scenarios and then over in this corner they have a zip line set up and so what we're going to do is we're going to again inside this map we'll hit play and if you move over here you'll see zip line jump and press e extended Pawn is required and so in order to turn your Pawn into the extended Pawn this is currently the normal Pawn the extended Pawn can be turned on by going into this volume and you'll become green so if we go up here now we're green we are the extended Pawn you see our keyboard settings to the left they're going to disappear in a minute uh but now when we go over to the zip line position our character appropriately press jump and E they'll ride the zip line so I haven't figured out if I can get at it from the top so I can't jump up there so this looks like it's a oneway zip line and it looks like you have to be pretty close to get on it there we go so that's using the new mover so let's take a look at how that is triggered and enabled on the pawn if we look at the two Pawn classes that are in the example content the uh Manny Pawn which is the basic pawn and then the extended Pawn first thing to note even though they are using a capsule if you go into the C++ code for the Mover example they are based on Pawn not character so it goes Pawn mover example character and then these blue prints and in the standard uh Pawn you see the character motion component here and then on the properties of that you'll see under the Mover section how the basic character is set up and you'll see the walking falling and flying being mapped to these mover modes here in uh walking falling flying the startup you start in Falling State and then down at the bottom here you'll see under shared settings this common Legacy movement settings which appears to be how they're tying the consistency between the old CMC settings and the new mover so right now they've got a class called common Legacy mover settings where you have your ground speed your step height Etc that are coming that are matching the CMC component um and so that's the standard class and you can you can peruse those settings in those classes uh to learn more and then if you look at the extended Pawn um you'll see a couple of additional things so when you look at the extended Pawn you see the same modes but now we have zipline as being added this Pawn has zip lining and you have some parameters under zipline so the zip line expands and you have some parameters that are specific to the zipline um and you can see here the transition from ziplining at the end of ziplining you will exit into falling mode and these seem to be string matches to these strings so you'll note that the string names here are being used uh in any of these string Fields I'm sure they will change to something later they probably won't stay string but they might um and then you'll note here in the logic so if I look at the uh where was it right here check zipline transfer if the new mode is equal to the string zip lining this one right here then they're setting this uh bu flag to be a ziplining so you can see that they're using a number of of components here in the examples that you can follow the logic um there's that bull here U and then this is probably done in the input configurations to start that if we then look into the C++ code as part of that and you can find that under your engine build plugins experimental because it's still experimental and then down to mover's scroll up a little bit mover and mover examples so under mover you'll see the standard movement modes so falling flying swimming and walking this is what epic has coded to match the CMC uh movement States and then you'll see that the walk mode is based on uase movement mode so they have a base movement mode class that then gets A Child Called walk mode and then you can go through this at your leisure to understand sort of how they're working through uh that swimming similar it's a big struck I think yeah there was a big struck up there also off the basement mode and then when you go into the examples you'll see how they've enabled ziplining with the use of here's the zipline mode so again a base movement mode that makes makes it uh available in that drop down list and then they have an interface defined to get the starting component and the ending component so which components have to overlap in order to uh to trigger that so if you look at the I think it was under gameplay if you look at the zipline component this actor that's placed into the world has that interface assigned to it the zipline interface and then those interfaces get start component basically returns this cable attach a where this this cable gets passed as the starting component and cable b gets passed cable attached b gets passed as the ending component so that is the right here this point and right here this point so that's how they're determining through the combination of the interface which will do the get start and end then the movement mode and the transition right so you can take a look at this is where they set the auto exit mode but you can basically look at on trigger um the mode mod and the interface being the classes that are the foundation for the zip lining and just take a look at that and you can see how you could add a whole bunch of other capabilities to that so the nice thing about mover even though it's still very much early and experimental is you're going to be able to more readily Define a variety of movement modes that aren't as complicated as CMC um so for example in CMC if you're enabling gliding and swimming uh and falling they are all currently you know derivatives of falling in you have to manage all that logic yourself under CMC whereas here you'll be able to create unique movement modes for each of those and then basically set the transition rules and the settings on your character uh and then you have the ability to add and remove things dynamically through gameplay uh as as your game progresses you can swap out your movement modes uh very quickly very easily and tie them to actors in World um and so I think it's going to be a much better solution uh it is the very first release so it is experimental so it's more of an awareness as you advance your own development at this point around 54 um that likely over the course of 55 Etc will be moving away from CMC towards mover um and that'll open up a whole new set of possibilities for development so hopefully that's informative at least uh keep an eye on it and uh between that and the new animation blueprint capabilities I think you're going to see a very big change in the way we manage our characters through the game again thanks for watching
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Channel: Rukgul
Views: 6,518
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Length: 15min 21sec (921 seconds)
Published: Mon May 13 2024
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