Character does not walk with the camera facing down and floats by pressing backwards

Hello everyone, I’m facing a complicated problem, so far I haven’t been able to find an alternative solution for this, even looking in forums or tutorials.
My character is a ball created from scratch, the movement is what is shown in the image, so when I turn the camera down and press the forward button (W) the character does not move forward and when I press back (S) the character simply floats and flies. The same happens with the camera facing upwards. Is there any way to resolve this?
Captura de tela 2023-09-28 102500

Try taking the forward and right vectors from the actor, rather than the camera.

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@ClockworkOcean I’ll try this tomorrow, you say connect the GetForwardVector/GetRightVector target to the BallMesh? I use the camera component so that my character always moves according to the camera.

That’s your problem. You point the camera down, the ball’s trying to go down.

It all really depends how you’ve got the BP setup, but you might try ‘get actor forward vector’ ( and right ).

Or maybe you could try only using 2 axis from the camera, that’s another option.

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@ClockworkOcean ok, tomorrow I’ll try that. Could you explain the second alternative? Thank you very much since then!

I was thinking about it. It’s probably better not to let the camera face down, because you don’t have a direction in the case.

If you download a copy of 4.27, there’s a project template with a rolling ball in there.

They have the ball simulating physics, and a camera attached with a boom to the ball.

It stops you doing silly things with the camera, and works pretty well.

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@ClockworkOcean I’m currently going to make some changes. I’ll disable the camera or the movement of the ball following the camera facing up/down and let you know how it goes. I’m also going to option zoom in on the screen to see if that “alleviates” the lack of a completely free camera. Since then, thank you friend, I wish you a great weekend and good work!

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The solution to this was to go to > Project Settings and change Default Gravity Z it to -3500, otherwise there were small details to get the perfect physics for my game but I believe that changing gravity changes a lot.

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