I’m not super familiar with Unreal but I’ve been working on created a small 3D sidescroller game with a group. The main character is a beetle so the character collision box is a rectangle basically and we don’t use the capsule for collisions.
We’re still struggling to figure out how to make the character rotate on titled terrain without the character glitching in a bunch of different directions.
Any help would be greatly appreciated thank you!
I think a good way to do this would be to run a line trace by channel (connected to event tick) that constantly points downwards, and then breaking that hit, getting the impact normal, and using ‘rotationtoxvector’ to convert that into a rotation, and the set that to the rotation of your mesh
and I can give you more info on how to run the line trace if you need it
How is it bugging out? I noticed you are setting the entire actor rotation instead of just the rotation of a single component, like the mesh. Maybe that has something to do with it.
