So I’m attempting to make a dash and a slide, my method for moving the player is the Launch Player and while I like the distance I have them set I’m wanting it to take a little bit longer for the player to actually reach that full distance. I’m not wanting it to be a shorter distance though. Any idea how I can go about this?
If your dash takes place on the ground, you might consider the friction on the surfaces, using a Phys Mat and playing around with the settings. This could be changed dynamically.
You could vary the vector direction and length (I’m not quite sure why you are using acceleration, but you may have good reason) you feed into Launch Character, and modify it’s strength simply by multiplying it with a float. Again, this could be changed dynamically.
Also, Jump, Add Force and Add Impulse are also options (with varying degrees of control). You might consider even dynamically applying opposing velocities to be sure the character stops where you intend.
It’s worth being aware that Launch Character will set your actor to falling when it fires. This might cause twitching if you do it horizontally on the ground when it switches from Falling to Walking.
It’s also worth being aware that each computer’s tick rate may affect the distance your pawn/character is thrust. The upcoming (and experimental in 5.4) Mover component is designed to avoid this type of issue… and will replace the Character actor type. Here’s a video from Unreal Fest just a few days ago. An Introduction to the Mover Plugin | Unreal Fest 2024 (youtube.com)
Thank you for the in depth response!
The reason I was using character acceleration is it allows me to essentially have the dash go based off of player input rather than just what direction they’re facing. This made the dash feel a lot more responsive and allowed for greater control which I’d like to keep if possible.
Interesting! i like Ur idea of keeping dynamic control of your ‘dash’ while it’s active. There are a bunch of ways U could approach this.
Here is a simple, but different, approach. On the Character component, with a Timeline or Timer, in whichever Movement Mode U are using, U could temporarily increase the top speed (and/or acceleration of your Character). Again, while the timeline is playing, U could even lock the speed input (like maybe from the ‘W’ key or forward input) temporarily to 1.
U can control the lateral grip on the ground and in the air to tweak the feel of Ur dash, by adjusting the skid/slip as the character turns.