hi everybody
i posted this question on answehub ,but nobody answered
playing with flying movement behaviour and flying template,i have to say i’m not practical with movement behaviour math
i’m unable to isolate the part of code in the blueprint flying template flying pawn responsible of that going down when turning/rolling on side behavior,i want to eliminate this
i simply want the ship roll on left/right without any pitch modification involved keeping the finterp that adjust the roll to 0 when there are no left/right inputs
the plan is a the ship always going forward with an event tick,the direction is where the camera and mesh are so simply using the left joypad and controlling yaw and pitch,it’s possible to go anywhere. than to this i would add a rolling movement to the ship when the input is left or right and a small inclination when is up or down.
what would be the simpler and more efficent way to implement this,anybody can help or put me on the right path?
well, take out the pitch stuff then … I don’t have the flying template can you maybe post a screen? I remember I deleted the pitch modification on my project long time ago.
the code that is responsible for that pitch movement when rolling is the current yaw speed + abs multiplied by -0.2 and then added to the multiplied turn speed in the set pitch rotation rate using directional input part?
under AxisInput MoveUp:maybe delete the “current yaw speed - abs” stuff and plug in the previous value directly into the target of the finterp function.
because he is checking whether you have a yaw input and if no he turns the pitch back to 0. if you want to keep the pitch reset you should maybe plug in the pitch speed or something else into it
This is like THOUSAND years later. but just in case someone is coming here with the same issue. The way I solved it is that in the apply forward speed and rotation AFTER the rotation is added to the the mesh (the last node in the template) I created a Get Actor rotation, then took those values and multiplied the value of the roll, in my case) by zero and then did a Set Actor Rotation Node and plugged the new rotator.
Just click in the middle of the blueprint without connecting to anything. If you cannot see it still, make sure you have “context sensitive” unchecked.