Modern MMORPG Locomotion System

1.4 Update Guide

Step 1

Migrate the new animations :

1) Crawl_Bwd

2) Crawl_Fwd

3) Prone_Roll_Left and the montage

4) Prone_Roll_Right and the montage

5) 6 new turn in place anims (V2)

Either migrate all the turn in place montages or go in each montage and replace the animation with the new one. Also change the blending time.

Delete all movement animations in the 2 Prone Movement Blendspaces and add Crawl_Fwd and Crawl_Bwd. If you have 8-directional prone movement animations, you can place(all 8) of them instead.

Step 2

Place the nodes as shown on the Crouch Input in the MovementComponent.

Step 3

Change max prone movement speed from 85 to 50 or if using your own anims to your custom value.

Step 4

Create a new event called ClientBlockMovementInput and add the nodes as shown.

 

Step 5

In AnimBP->EachFrame->TurnInPlace, increase the time from 0.35 to 0.5 right before ClientResetTurn. This is important because the “Turning” curve (value = 1) of some of the new turn in place animations starts at about 0.4s. The delay needs to be longer than that.

You might want to put a higher value there if you have slow turn in place anims.

 

 

Step 6

In AnimGraph -> LowerBody ->Prone Movement, type RunSync in the Group Name. Do this for all BlendspacePlayer nodes.
 
In the UpperBody ->Prone Movement, type RunSync again but select Always Follower for Group Role.

 

Step 7

In AnimGraph -> LowerBody ->Prone Movement, type RunSync in the Group Name. Do this for all BlendspacePlayer nodes.
 
In the UpperBody ->Prone Movement, type RunSync again but select Always Follower for Group Role.

Step 8

Increase the transition time to 0.45s between Prone Idle and ProneMovement.

The prone movement should be working now if you are using 8-directional prone animations. The following steps show how to add the prone rolls which is what will be used in MMLS.

 

Step 9

Migrate the 2 new prone roll structures.

Step 10

In BP_MMLSCharacterInterface, add a new function called GetProneRollAnims and set the output variable to S_ProneRollByState.

Step 11

Add the setup shown in MovementComponent -> Movement Inputs.

Step 12

Add the nodes shown on both the Right and the Left inputs.

Step 13

Add the ProneRolls variable of type S_ProneRollsByState in the Anim BP.

Step 14 (MMLSE Only)

Add the ProneRolls variable of type S_ProneRollsByState to BP_MasterWeapon and BP_MasterDummyWeapon.

Step 15

Add the nodes as shown in the BP_MMLSCharacter interface function.

MMLS

MMLSE