this might be a very stupid question, but after searching for a while I couldn’t find and answer around here.
I’m using the default CharacterMovement to control the player and I want to build up some very custom vector to move him towards, when the user goes right/left with the controller’s stick.
Because I want for my character to move along a given trajectory (imagine a sine wave, or a circle or whatever) I want for it to move on the point of such trajectory at a given distance, that must be proportional to its velocity.
Basically what I’d like to do when the input triggers this, is to compute the distance the player will travel in that span of time, remap such distance onto the trajectory function, get back the vector pointing from the player to such point and pass it to CharacterMovement.
In order to do so, of course, I need the distance but I’m having hard times believing that what I’m getting is the correct value.
What I’m trying to do is
I’m getting the velocity value as magnitude of the vector pulled from CharacterMovement and I multiply this by GetWorldDeltaSeconds.
First of all: does this make sense or there’s better ways of doing so?
Second: in what units is velocity computed?
Thanks everyone for the answers.