- when the Player Capsule touches the wall, the Hit Event may trigger multiple times as we end up sliding along the wall;
DoOnce
+Delay
.2s ensures Hit is handled no more than 5x per second. It’s more of a safety measure. -
tags
allow to ID hit components easily; admittedly there are other ways to do it, some better than others - it all depends on how things are structured - OnComponentHit’s
Normal
is the direction the wall is facing -
Mirror Vector
explains what is does in the tooltip very nicely - shining a laser at the mirror (Normal), yada, yada… -
GetLastUpdateVelocity
- when we hit the wall, our velocity changes (we change direction or even stop completely) so we cannot use just Velocity for the calculations to find a new traverse direction. Instead we take the most recent velocity before colliding - whatever was accumulated in that vector last frame / update. - the multiplier should really be <= 1 but it’s more fun like this
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