Hello!
I’m trying to do fast Dash move with CharacterMovementComponent. I’m doing this through overriding CalcVelocity function and calculate velocity with myself to land up at specific point. I want to stop Dash movement when my pawn collide with geometry.
The problem is when my pawn collide with geometry, it did not call HandleImpact ( i assume it try to slide along wall ).
In UDK there was parameter MinHitWall (in Controller class) that means what angle between velocity vector and geometry normal vector should be to call HandleImpact.
In UE4 i can not figure out how should i catch HandleImpact.
The same situation with NotifyBumpedPawn.
Have you had a look at the delegates OnActorOverlap and OnActorHit.
There is also a virtual method named ReciveHit(…) i belive.
I had some qustions about this my self a while back take a look at.
What is the Difference between Overlap and OnHit?
Am thinking you want to use OnActorHit, or ReciveHit(…)
Hope it helps.
Thank you very much! Your idea help me find that i left smthng.
So, when player press dash button i enable “dash mode” and in CharacterMovement::CalcVelocity i calculate velocity by my hands to move toward dash target point. When char achieve target point (or receive HandleImpact event) i disable “dash mode” and CalcVelocity continue work in standart way.
When “dash mode” enable i call bForceMaxAccel=true and after receive target point i set back bForceMaxAccel=false. My mistake was, i forget to do bForceMaxAccel=false on HandleImpact event. And my character continue moving after impact was detected.