Repository navigation
Releases
Foothold Core 0.1.1
A fix for packaged games, and test results from packaged builds, dedicated servers, bad networks and a phone.
Fixed
- The demo course works in packaged (cooked) games. A Foothold Demo Course placed in a level had no section starts in a cooked game: they were built in OnConstruction, which cooked games don't run, and weren't saved. They're saved with the actor now, and a course saved before this fix rebuilds them on BeginPlay. New test:
Foothold.Demo.SectionStartsSurviveSaveAndLoad. - No more cook warnings (
Saving FText ... initialized from FString) from the course's labels.
Tested
The movement code is the same as Foothold Pro's, so I tested it in Pro's dev project, packaged the way a game ships:
- Single player, the bot through all 9 course sections: 9/9 on Windows, Linux and Android (the emulator, and an Android phone), in Development and in Shipping.
- Dedicated servers: packaged Linux servers (Development and Shipping) with Windows and Android clients, under Unreal's packet emulation (up to 150 ± 40 ms, 5% loss) and Linux netem (80 ± 25 ms, 3% loss, duplicates, reordering). The server saw the same mode changes, in the same order, as the client.
- A phone over Wi-Fi (Honor X5c Plus, about 15 fps): passed against the Linux server and a Windows one, except with netem's loss on top, where Network Prediction's default
FixedTickInputSendCount(6) lost a jump press in 2 of 3 runs. With 16, 4 of 4 passed. If you ship to phones, raise it (Project Settings > Project > Network Prediction). - Two UE 5.8 Mover issues to know about, both reproduced without Foothold: a Shipping client crashes joining a server from a level with a Mover pawn (join from a menu level), and Development and Shipping builds can't play together.
Tables and details: README, Tests.
Install
- From source: clone into
YourProject/Plugins/FootholdCoreand build. - Prebuilt: unzip
FootholdCore-0.1.1-UE5.8-Win64.zipintoYourProject/Plugins/. The editor binaries are built against UE 5.8.3 (Win64); on another 5.8 patch, Unreal offers to rebuild them.
Verified
UE 5.8.3, Win64: all 48 tests pass in a clean, content-free host project, including with the prebuilt binaries in this zip, and the plugin builds with strict includes (no PCH, no unity).
Want the rest?
Foothold Pro adds Climbing, Glide, Wall-run and Slide, the Foothold Pose node (your clips with IK on top), Foot Placement for Mover pawns and one-click setup for the Game Animation Sample. It's coming to Fab: GregOrigin on Fab · manual.
Foothold Core 0.1
The first public release of Foothold Core: mantle, ledge hang and ladders for Unreal Engine 5.8's Mover, as real movement modes that predict, roll back and replicate like Walking. MIT.
What's in it
- Three Mover modes: Mantle (45 to 150 cm from a jump, about 2.8 m from a standing jump), Ledge hang (shimmy, climb up, drop) and Ladder (rung to rung, mantle off the top), with their entry transitions.
UFootholdMoverComponentwith the modes already added, orFFootholdDefaults::AddToMoverfor a Mover component you already have.UFootholdComponent: drop and crouch inputs, and thread-safe animation data for your own Anim Blueprint (hand and foot targets, mantle progress, ledge reach).AFootholdLadder(replicated),AFootholdCharacterand a demo course: typeFoothold.SpawnDemo.- 47 automation tests.
Install
- From source: clone into
YourProject/Plugins/FootholdCoreand build. - Prebuilt: unzip
FootholdCore-0.1-UE5.8-Win64.zipintoYourProject/Plugins/. The editor binaries are built against UE 5.8.3 (Win64); on another 5.8 patch, Unreal offers to rebuild them.
Verified
UE 5.8.3, Win64: all 47 tests pass in a clean, content-free host project, including with the prebuilt binaries in this zip, and the plugin builds with strict includes (no PCH, no unity).
Want the rest?
Foothold Pro adds Climbing, Glide, Wall-run and Slide, the Foothold Pose node (your clips with IK on top), Foot Placement for Mover pawns and one-click setup for the Game Animation Sample. It's coming to Fab: GregOrigin on Fab · manual.