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Predicted Movement <img align="right" width=128, height=128 src="https://github.com/Vaei/PredictedMovement/blob/main/Resources/Icon128.png">

[!IMPORTANT] PredictedMovement offers several shells usually with a derived UCharacterMovementComponent and ACharacter which form a single net predicted movement state.

[!NOTE] Read the Wiki for instructions

[!TIP] Third Person Template Example Project here

Abilities

Prone

Similar functionality as crouching. Also supports change in radius. Has a lock timer, to prevent early exit from prone.

Compatible with crouching, and should switch properly between Crouch➜Prone, Stand➜Prone, Prone➜Crouch, etc.

Strafe

A shell intended for switching to / from a strafe mode, however the actual functionality is not implemented as it is project-dependent. This is useful for duplicating into your own movement states, e.g. Aiming Down Sights

Sprint

It makes you sprint by changing your movement properties when activated.

Stamina

Net predicted stamina and drain state. It also includes a correction mechanism.

Demonstration

I used this in my own project, here you can see the character sprinting, consuming stamina, strafing, and proning with high latency (>220ms) and p.netshowcorrections 1. As you can see, there is no desync.

https://youtu.be/SHVm57AMruc

Changelog

1.5.2

1.5.1

1.5.0

1.4.0

1.3.3

1.3.2

1.3.1

1.3.0

1.2.3

1.2.2

1.2.1

1.2.0

1.1.5

1.1.4

1.1.3

1.1.2

1.1.1

1.1.0

(Thanks to cedric & vori for the code review)

1.0.2

1.0.1

1.0.0