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Heroes & Generals Discussions

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Movement Validation #2 Walk-Run-Stop

We’ve completed the second Unreal Engine movement validation test for Heroes & Generals.

This prototype focuses exclusively on validating acceleration, inertia, and stopping behavior from the original game before expanding into additional systems.

What This Test Covers

  • Momentum and inertia

  • Deceleration timing

  • Stopping behavior

The side by side comparison uses original H&G reference footage alongside the current Unreal prototype build.

This is not a visual showcase. Animations, assets, and presentation are placeholders.

The goal is to validate that H&G’s core movement feel can be replicated accurately in Unreal Engine.

Result

sprint/stop responsiveness remains within tight tolerance of the original reference.

From a player perception standpoint, the baseline continues to align closely with the source behavior.

Further tuning purely to chase exact frame parity would not provide meaningful gameplay benefit and risks unnecessary scope expansion.

What’s Next

Next test: lateral inertia, strafe direction switching (strafe left ↔ right), and jump behavior validation.

We will continue validating core behavior step by step before expanding scope.

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