So far, I get my car to pitch up and down, but there is a big problem. I can pitch when the car is in contact with the ground which just makes it play very weird, specially in turns as it tends to detect a slight ‘up’ input from the left stick.
I’ve been trying to use the ‘Is Flying’ and ‘Is Falling’ functions from the update component (Car Blueprint, vehicle component > get update component > ‘Is falling’ or ‘Is Flying’). How ever, when I leave the ramp or whatever static mesh I was on, the pitch doesn’t work, ie, the functions aren’t being triggered/outputing the correct Boolean value.
[The false output from ‘Is Falling’ is just for testing purposes. Without it, it never fires.]
I’ve been thinking of other ways to do so, and in the ‘showdebug vehicle’ command, there is a “SuspForce” for the wheels. Maybe I can detect when at least 2 of those have no suspension force in them which means the car is on the air, but I can’t find a node/object to get those values for use.
So, what do you epic guys propose?