Ninja Character - Dynamic gravity for characters & objects

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.