Movement Validation #6 Air Movement
We’ve completed the airborne movement validation test for Heroes & Generals.
This prototype focuses specifically on analyzing how player movement behaves while airborne, including how forward momentum carries through the jump and how mouse input influences player direction in the air.
What This Test Covers:
Forward momentum preservation while airborne
Airborne directional control via mouse movement
Airborne duration window
Trajectory stability during the airborne phase
Landing transition behavior
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’ airborne movement behavior and directional control can be reproduced faithfully in Unreal Engine.
Result:
Airborne duration remains consistent with the original jump validation tests.
Forward momentum continues through the airborne phase in the same way as the original game.
In side by side comparison, the airborne trajectory and directional control behavior align closely with the original RetoX engine movement.

H&G start to die when they add BOTS in the game :X :X and it has a soo much lag for south america players T_T you have a treasure on hands, please make it amazing for US :X :X