I’m working on a free flight player controller. For the controller I want to be able to move my camera as I please, instead of movement being based on the camera vector like in most third person characters.
Basically the flight is always on “autopilot” (so always moving in the direction the player faces) and they either use the keyboard or movestick on the controller to help angle it. I’ve attached an image to kind of show what I mean about the movement bit.
I’m using the falling mode in the basic character movement component, just overriding it as needed. What I’d like to know is how would I go about doing this? I’ve tried doing custom movement with the update component function, forgot what exactly it’s called, and while it does allow me to move it also makes angling it really jagged. Rinterpto wasn’t helping either.
Does anyone have suggestions or a solution?
Edit: a little bit of expansion on the movement, the group I’m working with want the character to be able to fly while upside down, as seen with the W and S being full rotations, and for input on both W/S or A/D being able to be placed in at the same time. The S/W indicates the dive, which I’ll be placing the player into when they’re facing down within a certain cone for long enough.
