Animation Warping and Orientaiton Warping as seen in Paragon, plus a sophisticated Foot and Pelvis IK system. All functions work and integrate with one another.
I no longer have the time to update this product due to my current work load. I have linked below the distance matching code. The code does work but unfortunalty it will be up to you to integrate it. I will provide best effort support but if you use this assume you are on your own.
Increases/decrease stride length for speed changes instead of changing the animation play rate. Provides a realistic look and eliminates foot sliding without the need for root motion.
Rotates root bone of the character to align with direction of travel in either (forward, backward) or (N, S ,E ,W) modes. Reduces or eliminates the foot crossing problem common to traditional 2D blend spaces.
IK system that will align the feet to uneven surfaces while standing or moving. Modifies the position and rotation of the pelvis to compensate for stairs and slopes. Differentiates between stairs and smooth slopes.
Number of Blueprints: 1
Input: Keyboard and Mouse, and Gamepad. To see the full benefit of Animation Warping an Gamepad is recommended.
Network Replicated: Since the functions are called in the AnimBP it is natively replicated, however the examples provided are not replicated since there is additional code in the Character BP's. To replicate your own Character or the one of the examples, you would need to replicate the variables the Character BP sends to the AnimBP.
Supported Development Platforms: Everything