Character movement

For the physics based movement, try disabling everything but the flying forward logic, if it still rotates we’ll know our culprit.


Non-Physical Movement

So an extremely basic floating movement pawn setup would look a bit like this:

The BP:

The layout:

Floating pawn movement’s settings:

(yours would the SKM instead, but kinematic styles of movement don’t effect the animations so no harm either way)

2022-10-14_05-09-23

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I used your method and it works :smiley: it feels kind of stiff though but it works! thanks alot man, I’ll try to add animations now.

You’re correct there, it’s going to be rather rigid until you adjust the acceleration, deceleration, and the speeds. It’s super basic but gives you full control unlike physics, and since it’s based on pawn movement it opens up lots of possibilities.

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I added torque (I don’t know if it’s correct) but looks better when it can turn the model.

Is there a way to control how much torque I can add?


also the torque won’t work if I’m pressing the forward key for some reason.

I will keep playing with this and show you the end result! :smiley:

No worries, so Torque is used to rotate a specific rigid body, or a specific bone but we don’t use it here since we swapped off of physics. In my implementation I changed the actor local rotation directly to avoid this. Also my lift axis was Space and LeftControl to go up and down with standard drone controls.