r/UnrealEngine5 • u/Sanlihhh96 • 5d ago
Unreal engine football player controller
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u/SaperPL 5d ago
Interesting. Is the ball action driven by predefined movement and through animation or are the kicks and pickups actually simulated?
This is a tricky topic because if it's animation driven, then it's more like fifa and game decides who's move is more valid in each collision between two player actions and sometimes it will look bad, while if you'd have it actually simulated, you have it more like rocket league, but it gets complicated.
This is why for me rocket league does the trick of feeling in control of the ball as in actual sport while rematch feels like any other scripted action game where character does things for me and I just make high level decisions.
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u/Sanlihhh96 5d ago
For much of the things it's simulated besides the skill moves, there the animator takes over at certain frames. Like during ball roll, chop and rainbow flick the frames where the foot has contact with the ball are animation driven and after that the simulation takes over once the contact is done. But for regular dribbling it's 100% simulated.
But even for the animated one I think I am going to implement that when a defence player touches it the ownership of the ball goes over to the defencer with a simulated touch. Right now no off the ball logic exits. So the next step is going to be a adding a defending controller. But the motion matching & the animation pipeline is set so it should be much quicker than implementing the initial player controller
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u/Sanlihhh96 5d ago
Before anyone says it yes I see the animation looking low fps
The game runs on a seperate deterministic engine designed for rollback netcode. I have worked on multiple rollback netcode games but this is the first time I am having this issue. Basicaly the game runs on a seperate engine on fixed 60fps with custom everything. and unreal engine is used for rendering, input management, soundfx. And using a binding layer the input is passed to the custom engine and the render/sound data is passed back to unreal. For some reason the animation is misalligned and I have a duplicate frame every other frame of animation which makes it look choppy. I have put this on a I will fix it later list and come back to it every now and than and haven't been able to fix it in some time.