
描述
Demo | Example Video | Version 2 Documentation | Reviews
If there are any issues, questions or technical assistance, please let me know, I'll respond as soon as possible.
Please provide Order ID for support: Discord | [email protected]
05/17/2024: Version 2 Update - The project now includes a Character Component with many exposed parameters.
----
Sail through the sky or skydive from high places! Use your paraglider to glide or start diving / free falling at any point mid air.
Not Replicated
----
Animations:
You can Download the diving / gliding animations FBX files using the link inside the documentation. They where created using the default UE4 and UE5 Mannequin Skeletons. You can download and test the dive / hang glider animations before getting the project.
Please download and test them beforehand if you are using a Character with a different Skeleton
----
Glider Mesh:
You can change the glider / paraglider mesh and use different hand animations depending on the size of the glider, as long as the surface both hands make contact with is flat.
The glider needs to be placed within a certain distance to the Character. Placed too close or far away will make both arms and hands rotate incorrectly.
Different glider models will use different Hand IK values. Getting the correct values might take some time, as they differ with each new glider model.
The glider model rotates with the head of the Character. Keep this in mind if your project uses a system that rotates the head of the Character. If possible, it needs to be disabled while gliding / paragliding.
----
Requirements:
A Character Movement Component.
An Animation Blueprint that can play Montages.
A few nodes need to be added inside your Character blueprint.
----
Limitations:
The component temporarily changes some Character Movement parameters: walk speed, gravity, velocity, fall lateral friction, turn rate and air control. After skydiving and paragliding all those parameters return to their previous values. Please keep this in mind when integrating the component with the logic already present in your Character blueprint.
----
Additional Info:
Unreal Engine's Control Rig Foot IK solution will rotate incorrectly both Character's legs while skydiving. To prevent that, we need to set the IK Alpha value to 0 and return it to 1 after skydiving. There is more information about this in the documentation.
---- Attribution ----
The following assets are included in this product: Link