Yep, exactly, some linear is what i want to achieve too. Im bad at maths so not understand very well that formulas.
I tried something simple like a lerp in both cases and seems works enough. Still sometimes it looks not does 100% as it should, but much better now, i need various attempts too see any kind of “tremble” or “no smooth” effect on drop the stick and is very low/subtle. Im doing this:
if ( mHorizontal != 0.0f ) {
mSteerInput = FMath::Lerp(mSteerInput, FMath::Clamp(mSteerInput * FMath::Abs(mHorizontal * 1.0f) , -mCurrentSteeringLimit, mCurrentSteeringLimit), 0.8f);
}
else { mSteerInput = FMath::Lerp(mSteerInput, FMath::Clamp(mSteerInput, -mCurrentSteeringLimit, mCurrentSteeringLimit), 0.8f); }
Im still testing to see if i can really fix, if any idea or what add/change in that code let me know.
Btw, Lazybitgames, i guess some slider under “steer speed” curve on the BP to add the stick to the formula where 0 is disabled and any amount set the multiplier on mHorizontal to set the accuracy,etc… will be great for next update maybe?