I’ve got a player-controlled actor that I’m trying to add an up-down movement axis to, and I was informed that AddMovementInput(GetActorUpVector(), Value);
doesn’t work if the movement mode is set to walking, so I added GetCharacterMovement()->SetMovementMode(MOVE_Flying);
to the object’s constructor.
When that didn’t work, I added a log statement to the method bound to my up axis to print out the movement mode, and found that it was actually “Falling”.
Does anyone know:
- How it got set to “Falling”?
- Why does adding vertical motion not work when falling?
- How do I make it NOT set to falling, or
- How do I make vertical motion work while falling?
- Why does the list formatting put the number on a different line that is super weird?
It’s a space game, so I suppose “falling” is technically the accurate movement mode, but trying to have the entire level fall at the same rate is probably bound to screw things up.