I’m making a game where the player should be locked to translating on the world space x-axis, and only rotate in world space. I’m trying to test out movement with the Third Person Blueprint, but can’t seem to find a setting that 1)Removes camera influence on movement and 2)Causes the Player to have a 0* turning radius. The player only seems to act in local space.
Is it possible to place coordinate constraints on the Third Person Template or do I need to build from scratch? Sorry if this seems like an easy solution, I just can’t seem to wrap my head around how to go about this.
I’ve attached a picture of the movement I’m trying to accomplish.
Heyo! Check out this tutorial set, I believe vids 1 or 2 will have a very similar solution to what you need. In the videos the player can only turn so far left and right while running on the forward vector until the come to a corner then they need to push a trigger key to make a 90 degree turn. You may be able to translate this system into what you want if I understand your question correctly.
Hey sorry for a late reply, I received news of a new job hours after I made the post, and I’m looking at moving 3000miles from home in the next three weeks. So, chaos and planning is abound. I’ll take a look at these and try to hack and slash it to my needs. Thanks for the link! I can’t believe it was sitting in the ue4 site and I didn’t come across it.
Sweet! So it looks like you were absolutely correct. The tutorial wasn’t exactly what I was looking for as there is still a turn radius that offsets the character translation. I think it has to do with the UE4 default skeletal mesh anim.
SO, instead, I made an empty character blueprint, copied the tutorial input over and that solved the turning world position offset issue.
Outstanding, glad to have been able to point you in the right direction (pun intended). Seems youve got a solid idea of how you want you controls to work and youre well on your way, keep it up. Cheers!