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.
