Character Doesn't Align with vertical, horizontal, curved ground

I am messing around with a hover craft type game and I am hoping I can get some help with getting the craft to align to the ground properly. I have used a standard character actor blueprint that comes with the character movement component and it works great except that it seems as though it is mainly for vertical/biped characters which mine is not. It doesn’t bother me in anyway except in terms of the character alignment as it seems to always stay vertical (as though it is a first person shooter walking around). It seems like an easy fix but I have played around with it for quite awhile and can’t get anything that makes any difference.

Here is a quick video illustrating the issue. I recorded game play and then went back and created a matinee by hand moving the character and camera so you see what it is supposed to do. Character should rotate based on floor and camera should rotate a long with character.

Youtube Link: - YouTube

Is there an easy button I am missing or do I need to dive into the blue prints and do it through code or can I create a 2d blend space of every angle of the craft and have the floor drive the 2d blend space and camera some how?

Any insight is appreciated thanks!

There are probably different ways to fix the issue. Maybe the collider component just needs to be adjusted manually.

Do you mean the hit capsule? The hit capsule is the root component and unreal doesn’t seem to give me much freedom over it. Length can not be longer then height (which doesn’t really fit my actor) and I can not move it, rotate it or scale it directly. Is there some way to create a collider component that over rides the hit capsule?

Anybody else have similar issue to this?

I’m not in front of my computer to check to see if there is a button to do it automatically, but I have an idea…

You can do a ray trace from the center of your object to the ground, which will give you the normal of the ground. Then you can rotate the mesh according to that normal. For more accuracy you could do four ray traces from each corner of the mesh and average the normals.

Exactly how I did it for a project. UE4 by default just assumes characters should always remain upright, despite different surfaces.

Clikem for big for Blueprint: http://i.imgur.com/xIqe2CI.jpg

Thanks guys that worked thanks! It is stiff, it doesn’t flow between the angles the way it would with an animation but it works. Would it be weird to get the location from the ray trace and then have that communicating with a blend space that has 360 degree animated rotation stored rather then trying to rotate the mesh purely through code? It seems like it would flow naturally that way instead of glitching between the different rotation states. Not sure how to do this exactly or if there is a whole in that logic I am not aware of.

Any blend space pros take?