Character Walk on a Wall? (E.g Sonic running around a loop)

Actually, all of the movement was coded via blueprints. There are a few sensors that check if there are floor and wall collisions. While on the floor, the character’s position is set to sin/cosine of the angle read of the bottom sensor’s line trace. There’s no character movement component used because it’s limited as to how far you can walk up a wall.

That’s an interesting way of doing things; But surely that breaks the jumping mechanics (Do you use Launch Character?) and when it comes to animating, I assume you do it on key presses as apposed to velocity .etc?

There is absolutely no trace of the player movement component. Everything is controlled by controller input and variable addition. Basically the entire movement engine is written from the ground up through blueprint. The animations are handled via an animation blueprint that the player pawn casts to. It’s a heavily involved statemachine. Basically each action has a variuable. For example, Idle is action 0, Jumping is action 1. When these are sent to the animation blueprint, they trigger the animation states in the statemachine.

That is a really interesting way of doing it; But surely the Blueprint is still stuck with the default gravity? Or do you just use a fake gravity?

Like I said, there is no trace of the character movement. All movement is custom made. I have a Y acceleration that applies to Y speed when in the air.
The only problem with my method is that it doesn’t allow for the use of the super accurate collision sensing. I had to use Overlap checks of components and line traces for get-out-of-floor loops. If I can somehow figure out how to apply movement to the actor as well as have that really accurate collision detection, I’d be really happy.

Couldn’t you just have a Capsule or Sphere IN your Blueprint that checks for collisions but overlaps everything but you can pull tags from things to find out if it should be checking for collisions with this mesh or not?

You could even make it a child of the Mesh as it’s not bound to a movement component.

I would probably trace downward and find the normal of the hit to orient the character. Though I expect you’d have to have a few line traces and interpolate between them to anticipate curves.

Tried this; Doesn’t seem to work as well as it sounds; Also won’t line traces quickly stack up in terms of affecting performance if they’re constantly doing it?

That’s how I have it now. The problem is, the character is moved over x units per frame. sometimes the movement will put the character into the wall. I don’t know if the problem is the collision or actually adding movement to the character itself. I’m trying to figure it out.

I feel like line traces are actually extremely cheap, for what it’s worth. Tracing once per tick shouldn’t have an impact on performance even remotely comparable to, say, basic physics simulation… Which is why games use traces rather than bullet physics for online play, since traces are so comparatively cheap.

Check your PHaT set-up :wink:

I see, so I assume that the tracing method would be the way forward, if only it worked as I intend it to when trying to walk up a wall! :stuck_out_tongue:

If only you could literally attach to an object without breaking movement.

Hi !

First, thanks for every information you give in this thread, that really helps me a lot. So thanks to everyone !
I’m trying to make a system which gives the player the ability to be teleport on the location he wants (for example, a wall) and then, walking on this wall, as you want too.

I have maybe some pertinent informations to share, about the Capsule Component. I don’t rotate it, but resize it (invert "Half Height and “Radius”) and it works pretty well ! ;).

I’m sure I will come back soon to give you a full blueprint to use to make it works, I hope. But if you have any usefull informations, I’ll thank you !

Joris, indie dev.

im trying to make an alien that can walk on walls and roofs

im trying to make an alien that can walk on walls and roofs is it possible for anyone to make a video tutorial showing me its done using blueprint?

We’ve encountered this issue before, it’s a Gimbal-Lock problem.

Wow. Yeah that looks amazing. Would anyone be willing to help me out with something like this?

So, has anyone found a solution for this using blueprints or C++? Just curious as I have been trying to accomplish the same character rotation (walk through loops, on/in the surface of a sphere, etc.) but have not had much luck.

DuhCent

Hi there!

I too am working on something similar and would just like to show that there is a lot of interest in this functionality (as can be seen in this thread).

A little back story, I started out with a hovering ship with line traces to set height and rotation (similar to this set up U-Racer). With this I briefly had a Gimabl lock free rotation but only when using a Rift (explain that one!?). Not sure how or why but it stopped stopped working.
So I changed approach and currently i have a character inside a giant sphere with a very high pivot point (which is fixed to the sphere center) and is rotating around the inside surface of the sphere. This approach gives me Gimbal Lock too.

I’ve got also to create some kind of physics spider thing,
I didn’t make it better, i will maybe make a tutorial on how i did it.

I used c++ since i find blueprints are kind off messy when coding this kind of stuff.

I used a lot the function addLocalRotation, ; that i can interpolate it to look better, then addlocalOffset for the movement that i could have used normal movement and perhaps also free pitch with the camera.

As you can see also, being a difference compared with the Kevin adventure kit, the camera rotates with the character, so it’s more realistic. : P

What a coincidence, I also recorded my progress regarding this matter. I also used C++.

Watch video here

All made in blueprints.