[ad_1]
In Unity, once I caught a CharacterController
element on a GameObject
, as long as I fed any motion vectors by means of CharacterController.Transfer()
then the element would deal with any collision and would not make any assumptions about how I would like that motion to really feel. That is the way in which I prefer it and I am on the lookout for a direct equal in Unreal Engine however up to now I am arising unhappy.
To date, I’ve thought-about a couple of choices…
Firstly, theres UCharacterMovementComponent
, however that has a laundry listing of tweakable UPROPERTY()
values and makes a number of assumptions about how one needs a personality to really feel to regulate even when it does deal with the collision of the RootComponent
precisely as I would like, principally I would be combating the element relatively than working with it to get this feature to work out.
Then, I thought-about UFloatingPawnMovementComponent
, and while that is higher, it nonetheless makes assumptions by means of UPROPERTY()
values like MaxSpeed
, Acceleration
, and so on.
Lastly, I thought-about making a baby actor element of UPawnMovementComponent
in order to neglect the likes of MaxSpeed
, Acceleration
, and so on. from UFloatingPawnMovementComponent
and simply write all that stuff myself as I’d have carried out in Unity and C#, however then upon checking the supply code for UFloatingPawnMovementComponent
I observed it is Tick()
implementation used a number of base
class
strategies to do stuff so simple as clamping particular float
values like MaxSpeed
and I really feel as if any try I make at my present stage to make a baby of UPawnMovementComponent
will probably be misinformed and have collision points if one thing so simple as clamping a random UPROPERTY()
in a baby class
requires calls to a base
class
.
So what are my choices guys?
[ad_2]