Launch 2D Character off Ramp

Hi, I’m prototyping a 2D sidescrolling platforming game with skating mechanics (i.e. reducing ground friction, max acceleration and breaking friction factor so far), however, when the character sprite goes up ramps, they do not fly upwards and instead just loses momentum and drops to the ground. Is there a way to implement this via blueprinting? I’m aware that since characters don’t operate under a physics based system, this might be difficult to do, but any help would be appreciated!

Physics in Paper2D works the same as any other project, since the flipbook is just handled the same as a mesh. The physics acts on the capsule, so just activate and adjust its settings to your liking.

Consider finding tutorials online for which settings/values do what. The tutorials can even be first or third person as the concept is transferable (e.g. Unreal Snowboarding System).

You can rely purely on momentum, which would likely require changing gravity and/or mass (statically or dynamically) and/or just add impulses before ramps.

Could make a ramp actor with a overlap only trigger box slightly smaller than the ramp:

You might want a sprite component instead of a static mesh. But either work if using an orthographic camera,

Then launch character on end overlap:

First cast is to make sure it’s a character (which paper2D/paperZD pawns should be) The branch off dot product is to make sure they’re moving in the general direction of the arrow. So it doesn’t launch going down off ramp lol.

If true it launches them in direction of the arrow component*character speed. May need to cheese it and add to the speed ( that’s the vector length output) or tweak gravity to give the launch some oomph.

If player isn’t a character class and is just based on pawn, you’ll need to use some other method to launch them (since that’s a character function).

I uploaded the blueprint and ramp mesh here if you want it:

https://www.illspirit.com/files/bp_ramp.zip

Just unzip into content folder somewhere.

Hi, I did enable physics on the capsule, but unfortunately when playtesting with the different settings, I just wasn’t able to get my character to move. However, I didn’t think to look at 3D tutorials for snowboarding/skateboarding to transfer over the knowledge so I’ll definitely look at those and see what I can do from there. I appreciate the help!

This looks great! I’ve implemented it in my sandbox build and it works beautifully. I’ll definitely consider this my current solution for now since it works and feels great and I can see how I can apply it across more objects in the game if need be. I appreciate that you’ve done most of the legwork in this aspect providing me with the BP ahaha, esp since I’m still a bit of a beginner in Unreal. Do I credit you for this whenever I’ve put out the game?

Glad it works for you. No need for credit, only took me like 5min to throw together. I kinda needed something like this for my 2.5D side project anyway lol.

No problem; glad you found a solution.