[Need a hand!] - Swinging like Spider-Man

[=Bankworthy;553022]
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

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I’ve had some issues with floaty movement. Why don’t you try applying some downward force one time only when spidey has just started grappling? It kindof makes the movement feel AAA imo. Also play a bit with the camera’s spring arm, making it go more back based on speed or change it’s FoV :smiley: