[Herald] Test Build 01/17/2025 (Patreon)
Content
Hello guys,
Epic team finally fixed the annoying bug that caused crashes when using their own Motion Matching functionality. This means I can finally start publishing builds again! 🎉
[Test Build] https://mega.nz/file/Vw90jbzJ#dtPxVOPqYvwAMmsipgtdJVhTQDdgcwM0f0x7GgRWuyo
A lot of time has passed since the last build, and during that time, a ton of technical changes were made to the project. Of course, with all those changes, even more bugs were introduced (as usual 😅). I plan to start using unit tests in the near future to help battle these pesky issues.
Right now, I’m focused on the locomotion system and creating new movement animations by myself. Yeah, yeah, I remember saying I wanted to hire someone to handle that for me. And I actually found someone really good! While we didn’t meet personally, I’ve known him for quite a while. Unfortunately, I just couldn’t afford his services, so my only option is to do everything myself for now.
Here are the release notes for the latest update:
Release Notes
New Features and Improvements:
Ported the project to Unreal Engine 5.5.1.
Migrated from the old Motion Matching plugin to UE's native Motion Matching system.
Introduced a new sewer monster, Serpen.
Added experimental traversal logic for climbing, vaulting, and other movement actions to Lizardman, Jasmine, and Serpen.
Implemented native IK and Foot Locking logic as an experimental feature on the Lizardman.
Updated Lizardman's tail physics for better realism.
Set up a Perforce server to enable better version control and collaboration for multiple developers.
Animation Updates:
[HER-21] Added Walk_2_Run animations for the Lizardman.
[HER-21] Added Idle_2_Run animations for the Lizardman.
[HER-21] Added Run_Plant animations for the Lizardman.
Bug Fixes:
ActivatableSkills variable is now marked as transient, preventing invalid objects from being loaded during editor initialization, which previously caused crashes.
Fixed a temporary workaround for a UE 5.5 bug that caused shipping builds to crash when r.ShaderPipelineCache.Enabled=1.
Resolved an issue in UE 5.5 where multiple Sequencers could play simultaneously on a single character, ensuring the previously played Sequencer is stopped before starting a new one.
Fixed a bug causing compass marks to incorrectly follow characters in the scene.
Resolved an issue with Control Rig not respecting locked rotations properly.
Fixed a bug in the code where attempting to unpossess a character without the Ladder skill caused a crash.
There’s still a lot of work ahead, but I’m slowly getting there. Let me know your thoughts and feedback, and as always, thank you so much for your support!
Cheers,Alexandraus