I’ve added a couple of bells & whistles, some much needed control, limiters to keep things in check and variables to parametrise it:
The general idea:
- we generate a spline between us and the click location with the mid point elevated
- we use a timeline to project a point along the spline over the timeline duration
- we adjust player velocity so it chases that point closely
In short, it’s a glorified rubberband that works surprisingly well.
- LMB: set landing location
- Mouse Scroll: adjust the apex of the set jump
- 1: Execute jump
I’ve added comments where I believe it made sense. Do tell if anything else makes little sense. Not attaching screenshots due to time constraints. Here’s a project link, though:
All script is in the character blueprint, the yellow bit: