Trying to recreate the exact movement and behavior as the BP hang glider example, but instead of on a Pawn, on a Character.
Which involves having to use the Character Movement Component, Is this even possible?
Where would I start, and follow up question, is there any other examples of people making flying characters on the character BP, which perform like an aircraft. I.E
W = Pitch Down
S = Pitch up
A = Yaw Left & Roll Left
D = Yaw Right & Roll Right’
On Pitch = Down
Set Actor = Set Actor Velocity (And acceleraiton) dependant on Pitch
EDIT:
I decided to go with the character BP, but instead of calling the character movement component for movement / physics, I set physics enabled on a static mesh that’s then driven by a linear velocity and other forces that control pitch and roll. Then I attach the character to this invisible actor on begin play, when I want to leave flight mode, I detach the actor via BP node, and toggle the character movement component back on. The character movement component was too much of a headache, and it just isn’t designed for flying characters that use yaw / roll / pitch.
Here’s the end result so far.