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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?

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