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Heroes & Generals Discussions

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Movement Validation #8 Prone-Crawl


We’ve completed the prone crawl movement validation test for Heroes & Generals.

This prototype focuses specifically on analyzing how player movement behaves while in the prone state, including crawl cadence, pacing, and how motion is physically expressed across the ground.


What This Test Covers:

Prone crawl cadence and movement pattern

Alternating push behavior and pacing

Micro-inertia between movement bursts

Overall crawl speed and consistency

Grounded motion and positional stability

The side by side comparison uses original H&G reference footage alongside the current Unreal prototype build, aligned at the first movement 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’ prone crawl movement behavior and cadence can be reproduced faithfully in Unreal Engine.


Result:

Crawl cadence and movement structure match the original implementation.

Alternating push behavior and micro-inertia are preserved.

Prone crawl is considered validated.


169 Views

Was be cool replace the jump, because the original sounds like a moon jump... without gravity. Was cool some realism

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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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