i commented it too, thanks for the reply !!
And it worked out?
yes its working fine.
Sorry, something is wrong with the video, I can’t watch it.
About the UE5 update, it’s almost done, you’ll get it sooner than later.
Hello the plugin is unavailible on the market place?
is there any way you can update so it does not need to jump when using align to floor? when using it it with align to gravity and making the gravity higher, it can walk on all edges , but it cant walk up curved edges now. If I use the align to floor, it can walk up curved edges but, it needs to jump every time it gets to the ledge, and its hard to move in tight places
The plugin is available.
Gravity strength only affects falling physics, so your Character must be falling at some points, you could try to tweak WalkableFloorAngle.
Avoid tight places, use bigger curve transitions between floor and walls, or shrink the size of the collision capsule.
I wonder what you are really trying to achieve… also, you probably can’t use a determined single combination of config values for all use cases.
New version is up, compatible with UE 5.0.2.
2.01.00:
- Classes updated to Unreal Engine 5.0.
- Fixed Console Variables that were inherited from CharacterMovementComponent class.
hurray !!
Hi all! Got a question:
@StarScream_83 I keep noticing your posts about a flying ship that players can walk around on (sounds awesome BTW).
I am new to UE and am trying a similar concept, but it’s a flying boat in space. I have been able to make the boat have localized gravity with the Ninja Character, but the problem I’m having is when I Unposses the boat, the boat keeps moving (which I want) but when I jump in place as the player who just Unpossessed the boat, I get launched forward in the direction the boat is travelling, at about double speed.
I’ve tried unchecking Impart Base Velocity, but then I jump in a static location and the boat continues on.
Is this anything you came across in your project??
I appreciate any help you (or anyone else) can offer!!
we answered you in HD discord i guess.
Yes and you all have been very helpful!
Hey, I recently made a question on the actual marketplace page questioning about the vertical movement. It works great for what you recommended me, the only problem I came across is if I were to walk on the side of a building then proceeding to walk on top of the roof I fall off or stay to the side instead of walking seamlessly. Do you know how I could fix this issue?
Is there a way to use this plugin with root motion movement?
You can try to do something similar to this, or you could be creative and think about a solution that involves performing traces against potential new floors (with blueprint).
It doesn’t work? Let me know a way to reproduce the problem.
Love the plug-in. I appreciate the way rotation aims to preserve X axis, is there a suggested way to extend this so I can rotate over the Y axis?
I presume it involves creating a secondary NinjaMath::MakeFromZQuat that prioritizes Y axis vs. X axis. I don’t fully understand the Quaternion math - would it be as easy as swapping the Y and XAxis in that function? Or is there a different formula for this that I’d need to utilize?
What I’m aiming for:
- Player controlled gravity
- When their gravity shifts to forward wall, they rotate along Y axis (preserving forward orientation)
- When their gravity shifts to a “sideways” wall, they rotate along the X axis