I am currently working on a game that involves a lot of gravity manipulation. Right now, when the direction of gravity changes, my character simply snaps to the correct orientation to have its feet facing towards the ground. While that’s great, for obvious reasons, I want this to be a smooth transition where the character rotates itself and the camera to match the correct orientation. My code is the picture below. As it is it doesn’t do anything different. When I just use the set world rotation on just the capsule component, it spins out of control. What am I doing wrong? Open to new ideas entirely as well, there are probably much better ways to do this that I haven’t thought of. Thanks in advance for any help, I’ve been banging my head against the wall for hours over this.
Hey @RealChydog376!
Is this a Character Class? Character’s Capsule Collider root can’t be rotated, because it’s used for pathfinding and needs a point touching the ground for that purpose, so it got locked that way. Now there used to be a plugin called “Ninja Character Plugin” that would handle all of this stuff, with a custom character that had an unlocked root collider, but you can’t get it anymore and they said it won’t be updated to 5.5 and beyond because Mover 2.0 (from Epic) can do these things.
Check out this tutorial and see if this gives you any insight!
Thank you so much, that’s a pain. My gravity setup is mostly like that with a c++ class to fix some camera and movement stuff.
If I use the Mover plugin is it possible to do what I am trying to do? And if so how? @Mind-Brain
Apparently, yes. It is possible. However, I have yet to touch it in any capacity. From what I understand it’s a CharacterMovement Component with more modularity. I know it allows you to redirect the character’s gravity.
I have the documentation, but I had a hard time finding anything tutorial-wise on it. Maybe you could be the one to share that.
Ha ha, perfect, thank you, I will take a look!