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Heroes & Generals Discussions

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Movement Validation #5 Run-Jump

We’ve completed the run-jump movement validation test for Heroes & Generals.

This prototype focuses specifically on replicating the forward jump behavior while sprinting from the original RetoX engine inside Unreal Engine 5 before expanding into additional movement interactions.

 

What This Test Covers:

Forward momentum carry into the jump

Sprint jump airborne duration

Apex timing

Descent behavior

Landing settle timing

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

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

The goal is to validate that Heroes & Generals’ forward jump behavior and airborne timing can be reproduced faithfully in Unreal Engine.

 

Result:

Forward airborne duration closely matches the original game (time-based parity at 120 FPS).

Original H&G forward airborne timing measures approximately 56–59 frames.

The current Unreal Engine prototype measures 58 frames, placing it directly within the original timing range.

In side by side comparison, the forward trajectory, apex timing, and landing behavior align closely with the original RetoX engine movement.

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