How can i Replicate Deeeepio's movement style in UE?

Hello, I’m wondering how one could replicate Deeeep.io’s movement system/style in UE?
I haven’t been having any luck so far.

That is inertia based movement.

You can either use physics and thrusters (or add impulse)

Or you can calculate it all yourself. and apply results to change position.

For math stack overflow may be help:

adding a impulse works in making it move, just not in the right direction.


It launches me this direction (towards the camera)

Nope it moves exactly in direction you made it to move, so imo it is right direction.

does the same if i put 0x,0y,0z

Seems it does that just because i have simulate physics on.
Edit: also doesn’t fling me towards the camera is i have the sprite simulate physics.

Use Forward, Right and Up vectors to determine movement (impulse) direction.

ImpulseVector = [InputXaxis * ForwardVector; InputYaxis * RightVector; InputZaxis * UpVector] * SomeSpeedScale

Get Forward, right and up vectors from pawn (or capsule, not sure what type of pawn you are using)

If you do not need skeletal character animations do not use character for pawn. Create your own simple pawn instead (that does not have character movement component).

mm, the problem using pawns is that the gravity’s is very low, and you need a higher pulse to cause any movement.
Also Deeeep does have some animals that have better land movement where you use the mouse to go Left/Right across the walkable ground (along with clicking to jump). non ‘land’ animals when out of water can hop along the surface by clicking.
the good news is that I found out how you can lock the axes that the physics simulation can go on, which fixes the going off into the void part.
I’ll continue tinkering with things tomorrow, and I’ll keep the pawn around.

Not sure about Simulating physics with possessed characters.
(1) Pawns are always in a low gravity, and (2) Character’s are prone to getting flung.
2023-12-29 17-11-31.mkv (8.7 MB)
2023-12-29 16-52-54.mkv (2.9 MB)

Simulating physics for me, much less using impulses seem very buggy for me.
Simulate physics has more often than not ither spun the possessed pawn/character around or flung it. like BP character gets fling if it gets tilted slightly.
along with that impulses seems to dislike consistently being applied, its more applied, idk whenever it feels like it. along with that it’s also not really an exact force Up down left or right. With the pawn that I’ve set up so the movement keys should apply a force left right up and down more so just gets applied relatively in accordance with its rotation.
the bulk of this stuff though just happens because physics are being simulated.

That randomly flying actor happens when physics simulated actor collides with something that does not simulate physics. Or if you change location of such actor directly.

So either all moving stuff is physics or none.

For game you trying to do you need physics. If its 2d use physics constraints to limit movement to 2d only. You can use add impulse or physics thrusters.

Nope, Still does when the actor has to goes on an angle.




Edit: ither from a slope or from a thruster.

seems still like its neither of those, for both a BP_Pawn and a BP_Character. instead, it seems that if ither is set to an certain (feels random) angle, they will be flung.

Some Good News! (Finally!)
I’ve Managed to get a Movement Style to work using set actor location and Sweeping to the mouse’s location, without any Physics Being simulated.


I feel kind of dumb, though i should (hopefully) also be able to add gravity to this when it’s out of water (for animals that Don’t Fly, and the opposite for Buoyant Animal), and then try to mess around with how fast it goes (because currently it goes Really Fast).