Hello everybody, I am pretty new to unreal (two small projects so far) and want to make kind of a unique character with easy controlls. it is supposed to be something like a puck on ice, but the “ice” would be uneven/hilly. but the “puck” should always be “glued” to the surface and still be able to glide pretty fast. Itried various approaches, but non of them works really satisfying.
floating pawn movement: the problem is that i cannot seem to glue the character to the surface. so if there is a hill, the character disapears underneath it. (in my opinion it is because i would need to apply physics, which i cannot do using floating pawn movement)
hover components: one problem here is that the character is not really glued to the surface. but it bounces up and down. and the second prpoblem is that the friction for making it less bouncy also makes it really hard for the movement to be fun.
any ideas? is there a way to apply physics AND use floating pawn movement?
you could consider trying this with a Character pawn. Those by default “glue” to the floor and have many parameters for adjusting acceleration, braking, etc.
It feels a little “botched”. because I cannot get rid of the capsule collider and have to put my collider of choive on top of that but it seems to work so far. but what I also want to do is that the character is tilting when going up or down. do you have any idea how to do that?
Have you tried giving the puck a skeleton in the form of a singular root bone? If you do this, you can create an inverse kinematics function that will snap the puck to the floor. From there you may be able to get an average vector of the normals below the puck, then apply that to the rotational offset of it as well.
I’m not too sure how to do the second part quite yet, but I know that this video covers how IK procedural movement works and this should be a solid way to make the puck appear attached to the floor even thought its sliding over uneven ice. Just the first like 10ish minutes will cover what I was talking about and how to set it up, but feel free to skim through it.
I think this should work for your issue assuming that if the puck were to get launched into the air from a ramp, the puck would still appear to be attached to the floor. If you want the character to physically be attached to the floor however, you may consider amping the gravity up to an absurd level, and making it so your movement vector ignores the z axis, but heavily multiplies the x and y axis to compensate.
Hey, thanks for tipps! that also looks good. but other problems occur…
first i might have to explain a little more what i actually want to do:
the puck is actually a cone, that is controlled by the player and as i said, it should be “glued” to the ground and behave like a puck on ice more or less. but also it should be able tocollide with spheres that are rolling around. and this is where the next problem comes in…
because when i use a skeletal mesh. i cannot seem to have a collider that has just the form of the cone. is it only possible to have spheres, boxes, or capsules as colliders for skeletal meshes? because if so, this is not going to work with the sphere/marble interaction, as they should roll over the cone. hopefully this is notz too cryptic
Hm, with this spider tutorial I can glue the cone to the ground which is nice! But I cannot seem to make the cone tilt according to the surface it is on. And also it moves over everything that is in the world. so also the spheres, which should roll over it…
Do you/or anybody have an idea, wether it is possible somehow to “glue” a pawn with floating pawn movement to the surface? so that it is moving and tilting according to the surface. ?
Hey, thanks for all the help! Itried out the approach with the spider, but finally got it to work with a pawn adding floating pawn movement component and then this: