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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.
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
Important
Supports UE5.3+
More Information Here
Held by the Pushee and used to find any nearby Pusher.
Tip
Make sure to change the TraceChannel at minimum!
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
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.
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.
