Hi! I am pretty much a complete beginner to UE and would need a little help with figuring out how to make a static object roll/animate in a particular way when controlled as a character.
I basically would like to replace the model of the mannequin used for the ThirdPersonTemplate with an inanimate object (cylinder, barrel, vegetable, wheel etc.) so I can keep the controls and movement, but would like for the object to roll/animate in a way that I have tried to illustrate in the attached image. I guess that would mean it rotates and moves at the Z and Y axis, but not the X?
Is this something that can be done using blueprints? If so could anyone offer some pointers or tell me how to accomplish this? I am using Unreal Engine 4.27.2
Although the problem there is that by using the rolling template, the object would rotate in a way I donât want it to as well as not having as controlled movement as a third person character would, with the ball/object picking up speed and keeping the momentum going in a way that I am not looking for.
I suppose that is something that could be changed, but as I said, I am still pretty unfamiliar with coding and working in UE.
But your suggestion is very much appreciated! I will keep trying to wrap my head around all this and see if I can figure things out.
This is basically what I would want. Imagine a barrel rolling on its side. I donât want the barrel to âstand upâ when going to a side, but simply roll on its side. I also donât necessarily want it to build momentum to how it does in the rolling template, but have more tighter controls similar to those in the Third Person Template.
As for turning then it wouldnât have to turn in a bit of an arch to how I described it in the image, but could simply do a 90 degrees turn on the spot if that is easier.
However, Iâm afraid that Iâm not exactly sure how to do what you ask by setting the mesh to ânothingâ. Since it is an inherited mesh, does that mean I need to do something before it can be changed? Since it doesnât seem like I can even delete or reorder the mesh in the components window. Would I have to change something using C++?
As for the blueprint, I guess I canât do what you did since I need to do those changes to the mesh first? This is the closest I could get to what you did, unless Iâm missing something since it doesnât seem like the âAdd LocalRotationâ node has a way to connect a Float component which seems to be the case with your blueprint?