Halfpipe Mechanic?

Hello, I have halfpipes in my level and I’d like to know how I can get my player to align to them and jump from them once it reaches the top of it,

Basically I’d like it to perform how the tony hawk/skate games do

I currently have a line trace that will align the player to a surface but once it hits 90 degrees it falls

How could I go about doing this thanks.

Are you using Character Pawn or just a regular type of Pawn? Character Pawns do a lot of stuff for you automatically, some of which is helpful or hinders depending on the kind of game youre making.

I am using the Character Pawn, I’ve seen upon further research that it works completely against the effect I want to achieve.

I guess I should use the regular pawn?

My closest attempt was to take the impact vector from the line trace and add a downward force from that while in flying mode.

This while being able to go past 90 degrees gives the character a terrible turning rate and floaty movement which detracts completely from what I want.

the forum post below may be of use to you as they are doing something similar

https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/1315-setting-pawn-rotation-to-match-the-floor

Thanks, I’m already doing a linetrace as they are to account for the movement but my problem is having the character go past 90 degrees since it derives from the character movement component.

Is there anyway to override the way this component behaves via blueprint?

just fyi… there IS a way to use the character movement component… with a player camera manager to enable pitch beyond 90 degrees: here is a step by step guide here on the answerhub

Could you point me towards this guide please?