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Heroes & Generals Discussions

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Movement Validation #1 Stop–Walk–Stop



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

This prototype focuses exclusively on replicating core start/stop behavior from the original game before expanding into additional systems.

What This Test Covers

  • Acceleration from standstill

  • 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 presentations are placeholders.

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

Result

Start/stop responsiveness is now within tight tolerance of the original reference.

From a player perception standpoint, the baseline is close enough to be considered a match.

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

Movement baseline is now locked.

What’s Next

Next test: sprint stopping behavior, lateral movement and direction switching (strafe left ↔ right).

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

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