I’m trying to make a brawler with 3d assets where movement in X axis is possible but character doesn’t actually turn to X axis.
As you can see, in both examples, character mainly moves on the Y axis and moving in the X axis does not change the direction the character is facing. Any help would be appreciated.
I tried to see if I could work with the UE side scroller template and just add X axis movement, but that still has actually turning to X axis implemented.
Hey @arbaros,
Have you tried messing with any of the other Axes, or the Z? It could be that the way you are picturing the grid isn’t how Unreal handles the grid, maybe try messing around with the others!
I hope this can help!
-Zen
This is where I am now. Yes, I’ve tried disconnecting the forward vector from the other axes or attach the clamp to them instead, but to no avail so far.
The key thing here is that the forward position of the character should be always locked to the opposing player/ai in both side scrollers like Street fighter and 3D like tekken our Soul Calibur. Once you have the character’s forward locked on to another, you would just need to adjust the movement for circling around the enemy.
This would be similar to how you would lock on to an enemy for a souls like as well, except of course you would be always facing the enemy unconditionally. Here is an non-Epic affiliated example of locking on to an enemy for reference:
I hope the above points you in the direction you need
I managed it by doing this instead, however, now I do have a separate problem, that being the movement is not replicating (this is meant to be a 2 player game)
Sorry, this is my first foray into multiplayer, I run it like this and the result is as shown in the second screenshot. I tried using the same trick I use with events (multicasting and run on server) but that doesn’t quite apply to movement.
update; I noticed the options you mentioned, I ran in all three, the animation plays normally in each instance, but it does not replicate to the other instances (server to client or client to server)