I ignore if volumes can be movable, but consider using a trigger actor instead.
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Thank you, this is what I needed to understand the issue, which is real. I’ll take a look but I think it’s heavily related to Epic’s implementation.
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[USER=“107215”]Frank Post[/USER] [USER=“4519”]Basement Bob[/USER] @ksimpson1986 @err0s
New version is up, compatible with UE 4.25.
1.08.25:
- Added generic code in NinjaMath that determines if two unit vectors are orthogonal/parallel.
- Added configurable ThresholdParallelAngle float to NinjaCharacterMovementComponent.
— Reducing this value improves perceived smoothness of certain rotation calculations, allowing more collision capsule rotations on moving bases. - Added Help folder with ‘Changelog’ and ‘How to use’ text files.
- Transformed wrong Client RPCs into NetMulticast RPCs in NinjaCharacterMovementComponent.
- Added SmoothComponentLocationAndRotation Blueprint callable function to NinjaCharacter.
— Smoothly interpolates location and rotation of an attached component; check 1.5 section in example map.