Jumping over a Moving Actor

Hi guys. Here is the situation, I have my character over a moving platform. That platform is beign move by its own bluprint. So, when I press jump, my character jump, but maintain the same foward speed as the movement platform has in the same time I press jump. So that’s great if you want the character to jump and coordinate with the platform, but is not the case that I want… so… how please, anyone knows how I can do it?

In short, I want to do a vertically Jump only when I press Jump over a movement platform with no inertia because the movement platform.

Thank you in advance for the help!

Regards.

So basically if the platform changes the movement direction while your character is in air then it moves from beneath the character and by the time he would’ve landed he is no longer above the platform and misses it?

You could spawn an invisible object at the character’s feet at the moment he jumps and attach it to the platform, then while he is in air force his X and Y coordinates to match those of the object. I am sure there are also many other ways to achieve this.

EDIT: or, if this is an option with your game, make the platform stationary and move the rest of the world around.

I think, if I am thinking of the correct nodes, you want to turn up the Linear or Angular Dampening, but that may only apply to physics bodies.

don’t know if this actually works, but I stumbled upon bImpartBaseVelocityX, bImpartBaseVelocityY, bImpartBaseVelocityZ in UCharacterMovementComponent | Unreal Engine Documentation

would setting those to false work?

Mmm, thanks, seems bImpartBaseVelocity looks like something… but how this can be applied using blueprints?

I’ve tried to SET Impart Base Angular Velocity to the Character Movement, true and false on Event Begin Play and the jump is the same as always :frowning:

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EDIT: Ok, done, just unckeck all on movement component and that’s it… Thank you very much Dividual!!! :slight_smile:

glad it helped. :slight_smile:

angular velocity is probably not making any difference, though. it’s probably for characters that can roll? or at least not have their rotation controlled by input. don’t know.