I mean, if I look down and shoot, And put a number way high, thus making the character fly high. How?
Not an expert and haven’t actually tried it, but:
Use the character look vector, and have a function that applies negative force/velocity with that vector.
I don’t understand how to do that.
I just looked at the First Person blueprint template, and here’s what I find:
Study the Spawn Projectile section of the character blueprint in the template. In there, there is everything you will need to add recoil, except the actual part to add force. And that’s as easy as adding the node and linking it properly.
Thanks, but, no sorry, it’s not easy.
I don’t know which node does what and requires what to work properly to it’s function. It’s too many unfamiliar jargon’s and stuff in coding.
Usually ends up with it compiles, but nothing happens, or compile failed.
I actually recently implemented this, and I’m not sure if its the right way, but basically you can use the “timeline” component and wire that up to an ease node, then wire that up to “Add to controller input” - it seems to work quite nicely. I can share some screenshots if youre interested.
I did go into more detail about how I implemented (sans screenshots) it in another forum post: https://forums.unrealengine.com/development-discussion/animation/1414660-is-there-a-preferred-best-practice-way-to-implement-camera-recoil