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

You could add a line trace and get the hit normal and make a “Make rot from ZX” and use the normal for the Z value and the forward vector of the pawn for the X value and use that rotator to set the pawn’s rotation. I tried this and it worked really well (Except from the flip out “sonic” gets when he stands on a ledge, it’d be pretty easy to fix though). However you’d probably have to change the movement into flying while you’re going around the loop and then also add in your own gravity system that actually goes down relative to your pawn’s rotation otherwise he’d not be able to go all the way around the loop. I haven’t tested that yet though because i don’t have any loop mesh at my disposal right now. Also depending on the way you get your direction vector for your movement you might have to change some stuff to get that working correctly. Hope it helps and i hope i was clear enough xD

You has solved this paradigm? If you managed to solve it, please tell me how?

I’m curious.

I was intrigued by a similar effect in an old game called Prey

, Hi:)

How you managed to change the side scroller camera’s to third person mode?

;3

Hi,
Thanks

I liked the way: Sonic in a third person game, cool:cool:

Are you need a wall run functionality yet. Something like ramps in Advanced Car Template.

I understand blueprints too little, but in Advanced Car Template, seems that exist some physics applies in material, friction maybe? and have not found any raycast or anything to guide the pawn (car) to facing normals or any gravity setting. But it works somehow and is blueprint only. You can try to see it for figure out. The car rotates 360 degrees when in the ramp, and if you stop or slow down in the middle, upside down, your car falls.

:3

A little idea, could you try and get it to have him start out at a walk and get him over to his running animation after a little while?
Animation blending or whatever you guys call it would be a useful tool in getting that done. :slight_smile:
EDIT: NVM, it looks like you already did that… LOL

I think it will be a while before this functionality is simple in UE4. The current navigation mesh seems lacking for 3d support like this, and the Character class is heavily tied in with the AI + Nav systems. Using a pawn class instead of a character class would make this simple in blueprints since you expected to handle your own movement code.

Ditch Scratch? Me? Never!
I just want to make 3D games, too.
And also, I’m using the code I made for Sonic Unreal for porting my character, “Blue”, to Unreal! It will be a cool project, the movement was more suited for Blue anyway! :slight_smile:

What’s sad is that the source was closed. Anyone got the HDK package in it’s original form? Can you put it up on Google Drive? Please?
Dog whimpering noise

I know. But that isn’t really the question, just saying. If you don’t have it, you don’t have it. Oh well. We’ll survive without it. But if you do, it would be nice to put it up on Google Drive as read-only. :slight_smile:
EDIT: Oh, wait… YOU should have it… You are the one who posted that! Can you please post it on Google Drive? :slight_smile:
EDIT OF EDIT: It would be really helpful to those who want to make a Sonic engine! It would be something to start with. But if you don’t want to post, that’s understandable; I could always try and edit of the “Sonic Unreal Worlds” project! 2.5D to 3D shouldn’t be too hard! :smiley: (Now all I need is a .7z un-zipper! :P)

has a great project/Plugin in Gumroad: Custom Gravity Plugin

Video

thread
https://forums.unrealengine.com/showthread.php?85022-Blueprint-C-Advanced-Templates-Tools-amp-Plugins

, Advanced Character Movement Component, It’s on the way!!

Video showing Spider Walking Movement

WIP thread
https://forums.unrealengine.com/showthread.php?104643-Advanced-Character-Movement-Component

I’m just asking for it to actually develop a game, not improve the engine necessarily, and anyway, editing the engine in a downloaded version would make no changes to your version. I’m pretty sure that what you’re worrying about is the engine getting corrupted by those with bad intentions. If I downloaded it and edited, adding levels, then that would harm nothing on the actual engine if I changed the engine I had downloaded. It doesn’t change based on the version I downloaded. It’s that simple.
So, please? Non-edit download page?
I can always edit the other Sonic Unreal Worlds project. A 2D base might actually be a better idea, actually.
But this is so cool, I would really like to see what you guys did and try out my hand at 3D level design. Yes, I’ve actually been doing that in 2D. I’m more of a person who comes up with ideas, but bringing my ideas to a reality was the big thing I needed to figure out. So, naturally, the next step is either learning to program, or having someone else do it for you. I learned it, and I’m quite good if the language is close enough to human!

Or maybe just say how you success it with single blueprint thing ‘how made it’ in screenshot of the blueprint?
Just like under the hood. This what he want to see.

This will solve his problem with “Rollcage” style. There are another game similar ya know.

Hey, thanks for the link! There’s some cool stuff over there!
I do still want to make my own game, but that also looks really cool!
In the HDK demo video I found, it actually looked like the same idea I had when I was thinking about for adding stuff like those twisty tracks from the Genesis games (i.e. the camera doesn’t rotate in… oh, which axis is that?). And, of course, I found the download. I’ll check it out! From there I’ll see how I can add my engine ideas to it by copying and renaming as an edited blueprint! Of course, I’ll give the proper credit if I use! :slight_smile:

Do you mean to say it isn’t a .uproject file, simply something to play? Come on! You had me actually hopeful there! And I still won’t change anything on the main download if it’s simply a download. Are you afraid someone will steal and not give credit? That’s honestly the only thing I can think you might be afraid of here. I can’t corrupt your project, can I? If such a thing happens to me, it won’t happen to you because they’re separate files. Perfect, logical sense.
Also, the framework meaning the code, the project, etc.?

I respect the fact that you’re owner of this project, however:
It seems not so much of a “development kit” when it is kept closed up from anyone outside of those you know. More like, “early demo of the tech we’re using to make so-and-so”. A “development kit”, in this case, is usually a tool for, well, developing. This tool is up for download for anyone, not just a certain group of people that are working on this one game. Perhaps “engine” would be a better phrase, seeing how most games don’t just release the engine they use.
Oh, wait… we’re using one that was released? Oops…
Anyway, that’s mostly because the engine was basically from scratch.
The main point is that you title the playable demo of the project’s base code a “development kit”. Which I don’t really feel is right, if it will never be released to the public. But that’s what I think. You can do what you want with your project. It just means more work for us who want to make other games. If I make a 3D edit to the Sonic Unreal Worlds project, I’ll make sure to release it to the public if I can.

I’m trying to make a game where the character (vehicle specifically) clings to the track no matter how it’s oriented.

Anyone know if this question has actually been answered? I went from one end of this thread to the other and there seems to be nothing straightforward (at least not that I could see). There are plenty of examples of it being done both here and in other threads and forums, but it seems no one is directly sharing HOW it’s done. All I’ve found are 30 second or less videos on YouTube just showing off the results but no detailed explanation of how it’s achieved despite numerous requests in the comments section to provide one.

This isn’t the first time I’ve witnessed a critical mechanic not being easy to find tutorials on. Is there some sort of unspoken taboo about programmers sharing their knowledge in this industry? Like they feel if they told everyone how to do it they’d lose their indispensability or something?

@Steamgeek

Here is a very basic implementation with a spline as a track. I hope that it helps you somehow Steamgeek. You could potentially cast to this actor and expose the speed variable, if you want to increase or decrease the speed of your vehicle, if you have something like that in mind.

https://vid.me/zCqv

Thank you.

It does help a little but it looks like the character is fixed on rails. I was thinking more control allowing the player to strafe side to side while running forward. I’m also planning on having a tube shaped track the player can run around the inside of. I started a new thread with a more clear explaination of what I want to do.

Uh, vid.me is down now…

Is there anyway to put the nav mesh on the walls and ceilings? In 2018 I hope so…