Originally posted by The Britain
View Post
Announcement
Collapse
No announcement yet.
[Paper2D] Sprite gets stuck on the bottom of the screen
Collapse
X
-
The Britain repliedOriginally posted by Vipar View PostThank you. This is really mind-boggling. Almost makes me want to just look into Unity 2D framework. The time and effort it takes to make something simple in UE4 seems unreasonable at the moment :c
Leave a comment:
-
The Britain repliedOriginally posted by Vipar View Post
Leave a comment:
-
OmniOwl replied -
DEDRICK repliedHah, I knew it. There is something with walking movement that causes you to stick to surfaces even with 0 friction. I made a video showing the issue
https://www.youtube.com/watch?v=edB8BNFdyDs
Leave a comment:
-
OmniOwl repliedOkay I found a fix that doesn't need to use the Jump hack-fix
I went into the Character Movement Component and found the two options:
Changing them to Flying fixed it. The movement can still be a little choppy at times but it's minimal.
And now with these changes I can go back to this simple Bluescript (as I like to call it) instead of the unnecessary complex one:
I just have to do a few changes to the Movement Component:
Last edited by OmniOwl; 04-27-2015, 03:36 PM.
Leave a comment:
-
DEDRICK repliedWhat is your movement mode set to? If you guys are able to jump I'm assuming it is walking movement mode which also happens to include floor checks. What happens if you switch your default land movement to flying? This will disable gravity and floor checks.
I am suffering from a similar issue where when flying against a walkable surface my character gets stuck to the terrain, the issue being when my capsule touches the terrain it switches me back to walking modeLast edited by DEDRICK; 04-27-2015, 12:39 PM.
Leave a comment:
-
OmniOwl repliedOriginally posted by The Britain View PostI will continue to play to see how this can be removed, or at least re-orient the gravity in another direction.
Leave a comment:
-
The Britain repliedOriginally posted by Vipar View PostIt also makes ascending again slower until you stop or descend before ascending again.
And not only that, if you ascend after the jump and you want to switch directions, the ship will stop until you release the directional key you were going in and press it again. Making it very clunky.
Leave a comment:
-
OmniOwl repliedOriginally posted by The Britain View PostI didn't notice any jumping, but it does get it away from, what basically, Unreal considers a floor. It's not an ideal solution.
And not only that, if you ascend after the jump and you want to switch directions, the ship will stop until you release the directional key you were going in and press it again. Making it very clunky.
Leave a comment:
-
The Britain repliedI didn't notice any jumping, but it does get it away from, what basically, Unreal considers a floor. It's not an ideal solution.
Leave a comment:
-
OmniOwl repliedOriginally posted by The Britain View PostOh wow. So I figured out what it was. When you come to the bottom of the Z axis, and you collide with something, it essentially is waiting for you to jump. By adding a jump node to the end of the "Up" function, I got it to work.
UNREAL DEVS: Is there a way to disable jump completely so this doesn't happen with other projects?
[ATTACH=CONFIG]36650[/ATTACH]
Do I actually have to jump at the end then? Or does it just fire the jump and you won't notice it?
Originally posted by The Britain View PostFor your projectile, you need to set the velocity and speed, and tell the rotation to follow velocity.
Also, make sure to turn your sprite over if that's what you want.
[ATTACH=CONFIG]36651[/ATTACH]
Leave a comment:
-
The Britain replied -
The Britain repliedOh wow. So I figured out what it was. When you come to the bottom of the Z axis, and you collide with something, it essentially is waiting for you to jump. By adding a jump node to the end of the "Up" function, I got it to work.
UNREAL DEVS: Is there a way to disable jump completely so this doesn't happen with other projects?
Leave a comment:
Leave a comment: