So I have a working raycast vehicle (a rigid physics body sitting/moving on top of 4 linetrace-based suspension components). So far so good. I’m completely stumped on how to implement a proper powerslide/drift mechanic like in MK64 (press hop to start drift, let go to end drift, receive boost on long-enough drift) though.
There’s a few approaches I’ve already tried but they all don’t actually implement a sliding mechanic, just the illusion of one. I have tried using the VehicleMovementComponent shipped with UE4.27 but that has a long list of different problems for what I’m going for.
Seeing how this is something many people already made, I had hoped I can find sample blueprint code or implementation approaches for this, but it appears like everyone who can pull this off won’t share code or even talk about it, while the people who talk about it have no code and/or no clue how to make the thing.
I really just need an implementation approach that would work for your average run of the mill raycast vehicle. The closest I got was by offsetting the camera rotation around the kart for a bit and remapping steering so that counter-steering would be “straight”. That still feels bad though, and that’s because it doesn’t actually make the kart slide.