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Movement Validation #4 Stand-Jump

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

This prototype focuses specifically on replicating the original jump arc and airborne behavior from the RetoX engine inside Unreal Engine 5 before expanding into more complex movement scenarios.


What This Test Covers:

Jump input responsiveness (takeoff timing)

Airborne duration (hang time)

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’ jump feel can be reproduced faithfully in Unreal Engine.

Result: Overall airborne duration is very close to the original (time-based parity at 120 FPS).

Apex timing and hang time behavior appear matched in side-by-side comparison.


What’s Next: sprint-jump behavior, validating how forward momentum carries through the jump arc and landing, matching the original H&G feel under movement.

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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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