Luke Saward
Luke Saward
For proper third-person, I was thinking of using a `SpringArmComponent` and attaching the camera as a child to it. That should work, providing the camera is able to be attached...
The way I'm thinking of doing this is by having a `SaveState` struct and tracking, saving and restoring every value within this struct. An example `SaveState` struct is: ```rust struct...
We could have a sequence list in the beginning of the map file and have an option to set the sequence and parse the sequence in the same way as...
- Player Scale (`RelativeScale3D`) is in the same location as the player's relative positon [`RelativeLocation`] (in `RootComponent`). `RelativeScale3D`'s X field is `0x40` greater than the X field of `RelativeLocation` [**Windows**]....
```cpp class UCharacterMovementComponent : public UPawnMovementComponent { public: unsigned char UnknownData_9R1L[0x8]; // 0x0118(0x0008) MISSED OFFSET (FIX SPACE BETWEEN PREVIOUS PROPERTY) class ACharacter* CharacterOwner; // 0x0120(0x0004) (ZeroConstructor, Transient, DuplicateTransient, IsPlainOldData, NoDestructor,...
We should also have a feature that lets the user customize the FOV.
not a bug, stop assigning tekky for false bugs.
I've found a field for this: `UCharacterMovementComponent::bCheatFlying`, which is a bitfield. Enabling this will make the player stop instantly.
With the newly-discovered way of using spectators (Spectator Pawns) this is now much easier than before.
JFC... No it doesn't. > DAMN FUCKING BASTARD Do you mind being less rude and stop having a tantrum?