okay so theres nothing except the A and D programmed and you only send those key press events to that piece of code for rotation? when you run the editor are you able to view the event graph for the character? really is something strange going on as far as the input is concerned, and the default character movement component does come built in controls in blueprint, not sure if it does c++, maybe try remapping the controls to something obscure like H and J and see if you get the same issue. if not then somethings wrong with the mappings. if you do then thats weird as hell cus it got me stumped after that
regardless it should just rotate. Now that node in blueprints ive not seen or used before. for rotation i generally just add relative rotation based on controller yaw direct from an input event then * by your modifier.
You seem to be getting data from the character controller.
humor me, i may be wrong, but disconnect that code from event tick
enhancedinput event for your A and D trigger output direct to a add relative rotation node, taking the input axis value * 10 into just the Z
do in blueprints first to test the theory, do you even need a character controller as its primary base is for walking? taht said have you tried just sending the A and D to Add Controller Yaw?
That’s still using the AddControllerYawInput then, yeah?
enhancedinput event for your A and D trigger output direct to a add relative rotation node, taking the input axis value * 10 into just the Z
None of that is in blueprints. What I’ve been doing is using a version of the player with blueprints to kinda give myself a crash course in Unreal while adjusting. It gives me a better sense of what’s available and a direction to go in with C++ than if I googled blindly or checked out the documentation (I really don’t like the Unreal documentation, it’s hella non-descript.)
do you even need a character controller as its primary base is for walking?
The reason for the character controller is multiple fold but it’s pretty vital because the game is going to be intended for multiplayer use and the character controller handles/eases a lot of that aspect of things for me. It’s also not just skiing, there’s grinding and tricks, etc.
you tried just sending the A and D to Add Controller Yaw?
That’s what I’m saying. That works but it’s literally the only way I’ve found to rotate a character/object in Unreal so far and that doesn’t make any sense.
that works will rotate the character ONLY 10 degrees change the multiplier for more
use add relative rotation and use your modifier and delta seconds to do a continuous rotation, use a clamp to set limits
On the blueprint character, nothing happened. (I did possess and control the character.)
Edit: I’m probably just not setting up inputs right on the blueprint character or something. Even if that is the case though, your example is essentially exactly what my code says if I’m not mistaken.
Although honestly I’m now looking at using Chaos Vehicles and treating it as a vehicle now anyway, but would still like to know what’s wrong here for my own edification regardless.
very similar but you are getting relative rotation and adding it to your value. where as you dont need to get relative you just set it as it sets it based on current rotation + your delta automatically
think vehicle may be best tho as you have the friction physics for turning similar to wheels do but a little more slippery
I don’t think core system functions are designed with such singular purposes in mind, otherwise why call it AddImpulse and not AddExplosionForce?
Impulse adds all the forces in one go, AddForce is intended to add forces over a period of time. Impulse is more like an “explosion” and pushing with a ski pole is a force, albeit for a very brief moment in time.
It’s funny that your recommendation goes against 5-6 other sources I’ve seen that have said the exact opposite - to never manually mess with setting velocity values.
It’s often not recommended, (though there are uses to it), but I just find very weird you aren’t getting proper movement towards the side, which suggests something weird going on about the vectors. Trying to figure out how it would work without physics first would let you at least get the basics right without physics before starting to figure out the momentum and acceleration related issues.
This sounds like a job for a custom movement mode in the Character Movement Component.
It also just depends on how realistic or comprehensive a system you want to be making. More arcadey games tend to use the physics system less. A more realistic game would possibly have to take all the different ways of skiing and such into account.