Changelog

On this page you can find all changelogs of updates that were created & published.

Version 1.6.2.0 (November 16th 2024)

  • Implemented Camera Curve Offset for crouching that replaces the static camera offset previously available. This allows for better control of the camera when crouching, depending on where the player is looking at.

  • Added extra information to the crouch component debugging message.

Version 1.6.1.1 (October 22st 2024)

  • Adjusted default crouch camera offset to account for the new calculation logic

Version 1.6.1.0 (October 21st 2024)

  • Removed unused bShowDebugInformation from MotionCameraComponent. A proper debugging solution will be introduced in a future update.

  • Fixed properties in FStructMovementSound that were not being properly initialized.

  • Fixed GameplayEffect misconfiguration that caused certain gameplay tags (Sprinting, Crouching) to be stacked indefinitely while holding down their respective inputs.

  • Implemented View Roll & Yaw Min and Max Values in the Camera Component.

  • Fixed static camera offsets (i.e. used in Crouch) not being properly applied to the final camera location.

Version 1.6.0.4 (September 11th 2024)

  • Fixed a bug that prevented the static gameplay tag list in the class defaults of the Motion character to be applied.

  • Visibility Based Anim Tick Option for the default skeletal mesh component has been set to Always Tick Pose and Refresh Bones by default.

  • Added new default gameplay tags:

    • GameplayTag.DisableCameraCollisionCheck

      • If set, the camera collision check is disabled.

    • GameplayTag.PlayerCannotControlCamera

      • If set, the player cannot control the camera via inputs.

    • GameplayTag.PlayerCannotControlMovement

      • If set, the player cannot move the character via inputs.

    • GameplayTag.PlayerCannotControlAnyAbilities

      • If set, the player can not trigger gameplay ablities via inputs.

    • GameplayTag.PlayerCannotControlNativeActions

      • If set, the player can not trigger any native (i.e. sprint, crouch, jump) gameplay actions via inputs.

    • GameplayTag.MovementHalted

      • If set, the player max speed is set to 0.

Version 1.6.0.3 (June 8th 2024)

  • Fixed a bug that caused the editor to crash if you copy & pasted a MotionCharacter into another project.

  • Added more checks to GetCameraView to prevent further crashes and added the default implementation as fallback.

  • Adjusted default values for camera curves to better match animations.

Known Issues: - Under certain conditions it can happen that the camera clips through the body mesh, due to the animations that are shipped with Motion. This will be addressed in Motion 1.7.

Version 1.6.0.2 (June 2nd 2024)

  • Fixed a bug that caused the editor to crash if you dragged a MotionCharacter into the scene.

  • Fixed a bug that caused the editor to crash if you possessed a different character at runtime.

Version 1.6.0.1 (June 1st 2024)

  • Removed X Location Offset from Mesh component.

  • Increased Capsule Component radius to 40.

Version 1.6 (May 31st 2024)

Collision and Camera Adjustments

  • Reworked camera collision detection due to unsatisfying results.

  • Reduced default Near Clipping Plane from 10.0 to 5.0.

  • Adjusted Target Crouch Camera Offset to better match camera. (fine tuning happens in 1.7 with the animation update)

  • Fixed a bug where the sprinting camera shake would only occur when not sprinting.

  • Made sprint shake more subtle (fine tuning coming in 1.7).

Character and Movement Changes

  • Reverted default collision shape of character to Unreal default.

  • Adjusted Crouch Speed penalty to match new speed logic.

  • Reworked additive speed model to better decouple walk component from sprinting.

  • Moved handling of additive speeds to movement component.

  • Moved default position of skeletal meshes in MotionCharacter to be further back.

  • Improved sync between character mesh and capsule when uncrouching.

  • Improved uncrouch progression when partially uncrouching.

  • Fixed character shadow not being visible by default.

Code Migration and Refactoring

  • Moved FStructMotionCurve to separate MotionStructs.

  • Replaced FStructMovementSound with StructMovementSound in C++.

  • Removed BPFL_MovementFunctionLibrary.

  • Migrated Base curve manager to C++ (MotionCurveManager).

  • Moved component assignment/creation of core components (i.e. camera) to C++, so they do not have to be added to the blueprint manually.

  • Moved creation of Location & Rotation curve manager to constructor of MotionCharacter C++ class. Manually adding those components is no longer needed.

  • Cleaned up dependencies between C++ classes.

  • Migrated remaining camera component code to C++ class.

  • Removed BPC_MotionCoreComponent.

  • Removed example content. (needs revamp in future update)

  • Added more comments to code.

  • Replaced calls to BPFL_MovementFunctionLibrary with C++ calls.

  • Removed unused show debug bool from Jump component.

Event and Component Handling

  • Moved OnVelocityBegin and OnVelocityStop events to MotionCharacter in C++.

  • "OwningMotionCharacter" inherited from MotionComponent is now "OwningCharacter" which is no longer cast to MotionCharacter.

  • Removed "Is Input Toggle" option in components, as toggle inputs will be re-implemented.

  • Better error handling in case a required component is missing (i.e. MotionInputComponent).

  • Fixed wrong interpretation of curve values in C++ curve manager.

  • Fixed a bug in curve manager that caused curve progression to get stuck once they reached their peak and were supposed to reverse.

  • Added missing DoOnce implementation for Velocity events.

  • Fixed unsafe instructions performed in MotionCharacter constructor causing exceptions / crashes.

Version 1.5.5.1 (March 22th 2024)

  • Fixed an issue that prevented static camera offsets (i.e. crouch camera location offset) from being applied to the final camera location.

Version 1.5.5 (March 20th 2024)

  • Fixed an issue where Motion would cause a crash when a non-Motion character gets possessed during gameplay.

  • Fixed an issue where the character's feet would clip through the ground when crouching and uncrouching.

Version 1.5.4.2 (March 13th 2024)

  • Improved collision detection for uncrouching.

  • Implemented custom movement component. (required by any character which parent class is AMotionCharacter)

  • Adjusted default crouch and uncrouch speed to match animations better.

Version 1.5.4.1 (February 28th 2024)

  • Fixed data table for footsteps not being changeable via a variable.

Version 1.5.4 (February 15th 2024)

  • Fixed the uncrouch animation playing with a delay from camera movement.

  • Fixed ⁠CameraComponent not respecting "Override Aspect Ratio Axis Constraint".

  • Implemented input prevention when the player is running into a wall, to prevent the character capsule sliding across the wall.

  • Implemented animation stop when the player is running into a wall, to prevent unwanted animations playing.

  • Removed the GAS debug overlay being shown by default.

Version 1.5.3 (January 4th 2024)

  • Fixed Breathe Component not properly compiling in the version that is distributed through the marketplace.

  • Added missing implementation for custom abilities.

This will break existing MotionInputConfigs. You will need to re-create them!

  • Implemented Dash Ability Example.

  • Implemented Motion Player Controller.

You will need to change your GameMode to use MotionPlayerController (or a child of it) to be the Player Controller.

Version 1.5.2 (January 3rd 2024)

  • Fixed a bug where a crouch input would wrongfully apply the IsCrouching gameplay tag instead of the WantsToCrouch gameplay tag.

Version 1.5.1 (January 2nd 2024)

  • Fixed a bug where character blueprint that ships with Motion would T-Pose instead of using the default linked animation layer.

  • Fixed a bug where the Movement Sound Component was not properly detecting the floor the player is standing on.

  • Fixed a bug where the camera shake for walking would not properly apply.

  • Added a variable to the Motion Core Component that allows you to set an Animation Class which is being applied via Link Anim Class Layers.

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