Ninja Character - Dynamic gravity for characters & objects

Hey Xaklse, amazing work with this plugin. Huge props for putting this out to the community.

So I’ve taken some time to implement this into my project, and so far it’s looking great. The only problem I’ve been trying to solve is the capsule snapping that occurs from surface to surface. Camera/spring arm lag settings were not satisfactory in solving this, so what I’ve done to smooth this out visually is set the mesh to absolute rotation and have it interpolate to the capsule’s rotation, then attach the camera/spring arm to the mesh.

This works well, except it interferes with the base character movement components network smoothing. Somewhere in the client network smoothing code is still referencing the skeletal mesh with relative rotation instead of absolute, which causes clients (only from other clients or server’s POV) to stay stuck facing a fixed direction. Assumably because it’s trying to keep the “relative” rotation of the mesh a constant fixed value in relation to the capsule, but because the mesh is now relative to the world it just forces a fixed rotation.

Disabling network smoothing prevents this issue, but obviously I’d like to keep it enabled if possible. I was just wondering if you have any insights on this issue, since it’s pretty difficult trying to pinpoint all the network smoothing rotation references between the base movement component and this plugin. Or maybe there’s a better solution to smoothing out the surface snapping without using absolute rotation?

Thanks for all the hard work on this. If this has already been discussed here let me know, I’ll look at the posts. I wasn’t able to find anything specific to this.