Ninja Character - Dynamic gravity for characters & objects

1.08.25 version from December added stuff to smooth the Mesh rotation and to allow up to 4 rotations per degree for the CapsuleComponent.

  • 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 SmoothComponentLocationAndRotation Blueprint callable function to NinjaCharacter.
    — Smoothly interpolates location and rotation of an attached component; check 1.5 section in example map.

Make sure you “Enable Camera Rotation Lag” in CameraBoom too (that’s what I have used @Zanthuros, sorry if you can’t use it). Let’s see if it works for you people.

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You probably need to “launch” the Character so that it starts falling in the direction of the new gravity. Wondering how to do that without lots of nodes if you have many physics volumes.