So I tried experimenting with exposing the “FloatingPawnMovementComponent” to blueprints to see what I could make it do. I immediately got stuck…
The first thing I tried implementing on my new blueprints exposed movement component was to add a toggle-able and adjustable “gravity” setting. I tried doing this by adding a negative Z value to the movement component’s “Velocity” every tick. Next, I tried using the “AddInputVector” node, but again to no avail. The pawn just floats in the air, not affected in any way by either method.
So a few questions:
- Why doesn’t manipulating velocity work?
- How exactly does the AddInputVector node work?
- Any suggestions on how to apply gravity without “cheating”? (Meaning without using the set location functions)
Thanks in advanced!