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.
