Edit: You posted while I was posting TK. Yes indeed a third person setup sends it all to whack again unfortunatly so I would too consider that a bug, has the staff gotten back to you, have you even submitted a report? I submit reports of anything over a minor bug and get same day responses.
Edit2: Yes when you disable “Use Controller Rotation Yaw” it reverses forward and backwards (W is back S is forward) easy fix but kind’ve weird. Rotation for view still works as normal with it unchecked.
I’ll pull an Avo and reply to my partners post as if we are discussing to eachother. The setup in the video is a static mesh roughly the same size as the boat with a simple collider the exact size of the mesh. Set to visible == false (or visible == true but hidden in game == true; your preference), but we use the cube for physics, which the ship mesh and everything else is a child of. The buoyancy component is now acting on the cube which is used for all the physics now. The ship mesh is just there for looks and to attach things to sockets since its skeletal.
The ship SkelMesh has gravity == false, simulate physics == false and ATM blocks every collision response except raytraces as well as ECB == ‘No’ (default ‘Player’) it also doesnt auto activate (not that that matters with this setup I dont think) the rest of the settings are the stock settings when you add a SkeletalMesh component to your blueprint heirarchy with a pawn as the base class.
Since we didnt have a setup for switching between pawns/characters and we are just manually setting the ship or the 1P character to be ‘Auto Posess Player’ index 0 for now whenver we wanna play with one of them what he did in the video was have the boat move at a certain speed and rotate at a certain speed by setting default values for rotation rate and forward vector velocity since they are dynamic so without a script to switch between the 1P player and the boat on a InputEvent() that had to be done to show it moving.
The firstpersoncharacter_BP is all default values. The capsule component is scaled down by .5 so the ship seems bigger but impart base rotation is stock: unchecked. If you’d like any pictures or the blueprints PM me, I can trust you, just dont wanna give my whole project away to the public. Or you can skype me blendertek (in the siggy) and I can show you anything youd like.
The only problem I’ve found so far is the player (or the mesh, no idea yet) jiggles in some places on the deck, have to trace that down, it only happens on certain places.
Will it work commanding the boat at the same time as having the 1P player on it, like on the bridge for example or making a hard turn at speed and tehn switching back to the 1P player sitting on the deck, that will come in time.
A bit of history on how the player and ship is and was setup: this was first setup by myself by just taking the first person template in 4.7.1 or was it hotfix 2, anyways the 1P template and deleting the stock level then moving all the blueprints for the stock 1P setup very carefully over to our standardized folder structure as to not break the animations and stuff, some things I had to fix up manually re-setting meshes and animation trees and some things like the firing sound had to be re-selected in the FirstPersonCharacter_BP blueprint.
I had never tested the player moving on an object with buoyancy, only static meshes but your post about this thread sparked my interest, I was just too busy to do any real testing. Today I was trying to figure out why the boat was rolling, pitching, and yawing on its own both above (expected; wave action) and below even with the waves set to nill (no movement in wireframe mode). Avo and me got to trying to figure out why this was happening as I had just offset the test points, which is not future proof because every test point you add in the future would have thrown it off, we tried a few other methods then he had the idea to make a simple standard cube the mesh that the physics get applied to.
Played around with it on Skype for a bit and got it kind’ve working but I said “I dont have a backup of this project let me send it to you and you can play with it”. I come back from town and he had the setup described above.
When I get time I’m gonna test a setup with the rotating cube like you describe to see what happens.
Heres a couple pics, if you’d like more details let one of us know. I played with a ton of values on the character mesh and could not get the jigging solved so it may have something to do with the hierarchy of our boat in some way.