Ok I’m going to try and give a better explanation, because I feel like this is a “DUH” type solution or a “it’s actually just this node” type thing. But it’s a rare one that’s a “you’re in the know.”
If I approach an incline in the Positive World X, or West. It gives me a positive result.
If I approach an incline in the Negative World X, or East. It gives me negative result.
If I approach an incline in the Positive World Y, or North. It gives me a positive result.
If I approach an incline in the Negative World Y, or South. It gives me negative result.
Both of these are dealing with only inclines. Yet have very different returns based on their direction in world space.
Now…
If I approach an decline in the Positive World X, or West. It gives me a Positive result.
If I approach an decline in the Negative World X, or East. It gives me Negative result.
If I approach an decline in the positive World Y, or North. It gives me a Positive result.
If I approach an decline in the Negative World Y, or South. It gives me Negative result.
Now all of these are dealing with only declines.
All declines should be negative results.
All Inclines should be positive results.
See my issue?
The traces are irrelevant. it’s just getting the angle of up and down between the two points.
0 is flat.
- is down
+ is up
In some directions in world space it gets it, but that’s because it’s in world space. not the direction to get to point 2 from point 1
the “location” from “break hit result” is in world space.
Quote
Location of the hit In world space.
Other outputs or vectors don’t give the desired result by just plugging and playing with them.
The point of this system is to get the direction the actor is going compared to where they have been.