Hi mates,
i have the same problem that i have already explained here 1 week ago. Air Control doesn’t work when i start to jump the ball. What can i do?
The Blueprint is the default template ball project.
Hi mates,
i have the same problem that i have already explained here 1 week ago. Air Control doesn’t work when i start to jump the ball. What can i do?
The Blueprint is the default template ball project.
That’s because pressing the move keys, adds torque. Torque is spin. You’ll notice that if you jump then move, the ball starts spinning.
To make the ball move in the air, make this function (or get it [HERE][1]).
Make a variable called Roll Force
set it to 100000000.0
.
The do something like this.
The condition for when to do air control is up to you. You can get IsFalling
from the character movement
or perhaps you want to add this extra force all the time.
THX mate!!! You saved my life!
No problem, happy to help.
If I answered your question, could you up-vote / mark as answer?
done ,hasta luego
please
Tick
is one of the main driving functions of the engine, its only a performance killer if you load heavy calculations onto it.
even one primitive node in tick is a heavy calculation, because it runs N times per second, when N is your FPS. Tick is there for either prototyping before optimizing, debugging, and calling functions relevant to frame swapping.
I know there is a bunch of tutorials online that use Tick for everything, but these are made primarily by content creators rather than engineers. in 95% of the cases, there is a much better alternative to Tick events.
Take a look at this amazing video by Parrish from Epic for further details: