[=DarkHorror;228200]
Yeah seems to me a cable actor could work well, I have use a few for swinging objects like that. You could also use a force actor to give your character more control to simulate pulling on the cable or moving your body.
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I was thinking of going along that root; But I’ve left finding out how the force works until the last minute Let’s hope it works to my needs! :>
Edit: Just a little update for anyone watching this thread:
So far I can swing from branch to branch = Woohoo! However, as overlap events shouldn’t be ticked, if the player goes into another overlap while swinging, It doesn’t know to spawn the next swinger and thus keeps the last one (Which sucks being yanked back to where you were before!)
At this current moment, I’m going to try doing a capsule trace at the player location on an animation tick (Via a “Set Timer” which would loop) for any colliders and do it that way.
I’ll let you know what happens :>