[=Zarkopafilis;548748]
I got some kindof mechanic working (grappling on ratchet and clank) but it needs more polishing (such as a downward force applied right after the constraint is created, better mid-air controls, smooth camera movement). I just added a constraint component then detect edges of buildings/points you want to swing from, attach the one part of the constraint to the actor, the other one, spawn a placeholder actor that you are just going to use it’s root component. Be careful, don’t attach both ends at runtime because bad stuff happen.
You can tell by that that I used physics constraints which prooved to be not that good choice. I tried pendulum movement (and remembered some physics from school) but no luck with that’ some of my forces were off (and I still don’t know why). How did you make spidey over here to align with the web? (changes in roll and pitch).
Oh and change the actors tick group to physics(or something like that) in order to be independent that framerate!
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Thanks for the advice, I also tried using physics constraints for the swinging but couldn’t get my head around that, preferred to do the math myself
I used substepping, setting the actors tick to during physics and smoothed out the tether forces math, it seems to have fixed the most severe bouncing
For aligning the character to the pendulum, I only change the rotation of the mesh, leaving the capsule component alone
This is coming off of event tick, if the player is tethered to something
I made a little headway in implementing a charge jump mechanic, Spidey can gain some serious speed from falling
I’m currently using a gravity scale of x2, default felt far too floaty
woosh!
https://www…com/watch?v=QVC8zv3YHXk
