I’ve been searching for a solution to my character either falling through or being flung off a fast moving platform.
The platform uses a timeline with a float from 0 to 1 and 0 to 1. It moves between point1 and point2 using a Lerp and the timeline’s float. The Vector Lerp is connected to SetWorldLocation. (Ignore the other random wires)
This works fine with my character standing on it at slow speeds, but I need this to go FAST. Unfortunately, this causes the player to either get flung off, shot into the air, or fall through the platform.
I’ve tried AttachToComponent to attach the player’s capsule component to the platform, but the platform continues to move the character in addition to the parent’s added movement. Basically it’s like the movement of the platform is added twice.
I found this in the Unity forums, but I’m not sure how to translate it to blueprint.
Answer by superventure · Nov 05, 2011 at 07:37 PM
Can’t you make the player a child to the platform with On trigger stay/exit events? That way the player will move, rotate, etc with the platforms movements AND speed, while still having their own controls.