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Jared Taylor edited this page Mar 22, 2025 · 33 revisions

Overview

Important

Net-predicted organic soft collisions for great game-feel and no de-syncing when running near other pawns!

Browse this Wiki using the sidebar to learn how to make use of PushPawn.

About the Author

Features

List of Features Here

Difficulty Level

Note

Intermediate 😤 for Blueprint based projects
Blueprint only projects can use PushPawn
Must have a functional Ability System Component

Caution

Advanced 🤬 for C++ users
Beginners will struggle with this considerably

Minimum Engine Version

Important

Supports UE5.3+
More Information Here

Abilities

PushPawn_Scan

Held by the Pushee and used to find any nearby Pusher.

Tip

Make sure to change the TraceChannel at minimum!

PushPawn_Action

Held by the Pusher and is given via GiveAbility to the Pushee to apply a force to them and maybe more.

Tip

Different Pushers can have their own versions of this ability
There are many ways this can be implemented

Note

This is where you define what actually happens
You could play a root motion animation when pushed back instead
Or change the strength or duration of the push
Or change other settings to get the behaviour you desire

Ability Tasks

AbilityTask_PushPawnScan

Activated by PushPawn_Scan

Scans for nearby Pawns. If found, updates their Push Options. Grants the PushPawn_Action ability. Triggers the ability.

Intermittently activates a Wait Net Sync task. This re-syncs us so we don't start to de-sync, eventually severely.

AbilityTask_PushPawnForce

Simplified lightweight non-replicating non-ticking version of UAbilityTask_ApplyRootMotionConstantForce

Suitable handling for PushPawn, ensures that OnFinish always calls so that the PushPawn_Action ability always calls EndAbility.

Structure

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