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Heroes & Generals Discussions

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Movement Validation #7 Stand-Prone

We’ve completed the stand ↔ prone transition validation test for Heroes & Generals.

This prototype focuses specifically on analyzing how player movement behaves when transitioning between standing and prone, including transition timing, responsiveness, and how quickly the player reaches a grounded or upright state.


What This Test Covers:

Stand → prone transition duration

Prone → stand recovery duration

Transition responsiveness and state change timing

Ground contact timing and stability

Consistency of player body movement during transitions

The side by side comparison uses original H&G reference footage alongside the current Unreal prototype build, aligned at the first transition frame for accuracy.

This is not a visual showcase. Animations, assets, and presentations are placeholders. Weapon and full character animations are not included in this test.

The goal is to validate that Heroes & Generals’ stand ↔ prone timing and movement behavior can be reproduced faithfully in Unreal Engine.


Result:

Transition behavior structure matches the original implementation.

UE5 prototype transitions are currently slower than the original RetoX timings

Stand-Prone is considered validated.

132 Views

this kind of move is perfect, I really liked doing it to gain cover

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Our current project is a ground-up Unreal Engine rebuild of the Heroes & Generals experience, created with new code, new assets, and a long-term production vision.

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