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    Adding a 'blink' style character movement

    Hello all!

    I'm having a little bit of an issue that I was hoping someone here could help me with. I'm fiddling with some different character classes and am trying to implement a blink-style jump ability (along the lines of Tracer's ability in Overwatch), and would like my character to be able to aim any direction and 'blink' a set distance (maybe 10m; the ability could be used twice before a cooldown period). The problem I'm encountering is when firing a line trace, my character will teleport a short distance if the trace hits anything that isn't a mesh (read: the sky). Is there anyway around this issue? The only solution I could think of was instead of doing a line trace, spawning an invisible actor and having my character teleport to that, destroying the actor upon completion.

    Thanks in advance for the help!

    Click image for larger version

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    #2
    If you also connect up the Trace End, it will provide a destination to Teleport to. You are only connecting to the Impact Point, but if the Impact Point does not exist...

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      #3
      Little out-of-the-box thinking here but what about using a spring arm
      Inphidel / Brian - Developer of Ultraball
      http://www.ultraballgame.com

      Don't shy away from bugs in your game. Don't play it as intended. Break your game so you can fix it!

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        #4
        Originally posted by Yggdrasil View Post
        If you also connect up the Trace End, it will provide a destination to Teleport to. You are only connecting to the Impact Point, but if the Impact Point does not exist...
        Can't believe I missed that. I'll try it out and let you know, thanks!

        Little out-of-the-box thinking here but what about using a spring arm
        Smart idea, I'll try this out if the above does not work, thanks!

        EDIT: It was as simple as connecting the 'Trace End' to the vector instead of the impact point. Thanks again!
        Last edited by ecodigital; 07-18-2016, 11:39 PM.

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