I’m making a 2d platformer and am currently using the default character. I’ve placed a 2d paper tilemap and populated it with tiles making a rudimentary map. The problem is, whenever the character jumps and hits his head on a corner, he’s flung away.
I’ve tried to include the characters general movement settings as well as jumping/falling and physics interaction.
I just want my character to fall straight down instead of being thrown away.
you could try adjusting the size of the capsule component in your character. or design the character to look more like they should bounce off the corner.
Animator
make a run up the wall animation… make it an awesome backflip attack. or bug the programmer until they make us a ceiling climbing system.
Level Designer
make higher ceilings and play test often. design around the flaws, let it inspire the path. turn it into a puzzle solution.
Tech Artist
in the event graph of your character, on hit, break hit result, if the location of the hit is greater than character’s location plus half the character’s height, get CharacterMovementComponent, Set Velocity to (0,0,0).
Gameplay Programmer
you might need to fix that in C++ with a child class of Character, which uses a child class of characterMovementComponent, with TwoWallAdjust() Overridden with your custom behavior.
Physics Programmer
roll your own pawn and pawn movement component from scratch. or use an actor with a custom projectile movement component.