First-Person Grid-Based Movement

Oh. So that’s what it was. I never thought to put a greater than node there, as I wasn’t entirely sure what that part was (I just read it’s tooltip that popped up) I was just doubling the bottom number of the vector add, following your original design. I made it 400, since the original was 200 and the top 200, since it was 100. Now I’m following along. There’s always something new to learn!

Thank you so much. As I said before, I’m more on the 3D Artist side. Most of my experience is setting up animation rigs, doing the animation itself and modeling, but hey, thanks to you, I’ve created not only my own FPS Controller, but also a TP Controller and a Top Down (all with a module set up for different types of footsteps, depending on the ground type!) I have some experience now with Object Types and Collision Channels, thanks to the footprint tutorial I was following, when I couldn’t find out why the elevation movement wasn’t working. I’ll be sure to read those while the Wife is at her doctor’s appointment and I’m sitting there, as support.

Now is the time to start clean, and go step by step again. I’m at a point where I’m sure I can do the majority of it now, without looking at all the screenshots I made of all your flows and functions. Again, thank you so much. I’ve already got kiddo working on dungeon level prototypes and he’s having a lot of fun making maps that he’s buidling using Dungeon Architect (I picked it up when I came across a nifty plugin called “Electric Nodes” during the grid tutorial I used. I have DA for unity, but didn’t for unreal. Now I do, along with Electric Nodes which is so much nicer for spline work in Blueprints)

Thank you again and especially for taking out of your lunchtime to do all this. You have no idea how grateful I am. I think I can handle the rest on my own. o7