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Implemented as a movement component.
Can either directly transform the actor its attached to, or apply forces if the actor simulates physics.
Everything is contained in one class (USixDOFMovement) , doesn't use any external files.
-Works in both Blueprint and C++ projects
-Allows both physics-based and non-physical movement
-Speed and inertia adjustable for each axis
-Multiple acceleration models - linear, exponential, quadratic, frictionless
-Gravity can work in any direction, independent of world setting
-Automatic movement and input replication
-Replication supports world origin shifting (UE4.14+ only)
-Autopilot - look at, autolevel, move to
-Automatically transform inputs to world or local space
-No hardcoded parameters, anything can be changed in editor or during runtime
-Complete blueprint integration, all functionality accessible without using C++
-Source code included
-Extensive example project included
Network Replicated: Yes
Development Platforms: Windows, Linux, Mac
Target Build Platforms: Windows, Linux, Mac
Documentation: Video tutorials (work in progress)
Full Example Project: drive.google.com/open?id=0B20tIRBAcOlsems3aDZMaHp1UE0
Minimal Example Project: drive.google.com/open?id=0B20tIRBAcOlsXzQzUHNlbS1Rbnc
Additional Notes: Mac and Linux support only tested with Unreal Engine 4.15 and 4.16, might not work with earlier versions of the engine.