Hey All, I would like to launch the character over a large distance, however I notice when I try to do this using the Character movement component Jump or Launch Character function, the path that the character takes doesn’t follow a parabolic trajectory.
To test this I have set the Character Launch with an initial launch velocity of 10,000 X and 10,000 Z. Overriding the XY and Z. The project gravity is set to default and Gravity Scale in the character movement component has been set to 10. All the other settings in the character movement component are set to default.
The screen shot shows a trajectory in green which is the path I would expect the character to take. It is drawn using the Predict Projectile Path By Trace Channel BP function. The red line is the path drawn when the character launches.
The red path differs significantly after the character reaches the apex of the trajectory. I was wondering if anyone here knows why this is and if there is a solution to have the character follow a similar parabolic path shown in green. In my testing this only seems to occur if the Launch Character Z value is larger than 5000. My goal is to launch the character over a large distance so if anyone here has a fix for this or another solution I would love to here it. Thanks!
Not sure whether that would work for you, though - hard to tell what sort of mechanics it needs to fit into. The thing is that the CMC emulates a lot of things traditional physics does not account for. There’s deceleration, air friction and a bunch of other whatnots. I can imagine it adds up over time and delivers results that prediction did not predict.
Thanks Everynone, that looks really cool. I figured out the problem, I needed to increase the Terminal Velocity in the project settings. Was only set to 4000 which was causing the issue.