Check this.
Follow the guide of the first post, hope it helps.
Hey Xaklse,
Thanks for your reply. I have experimented a lot more with trying to get the behaviour i want. nr 1. i feel that by temporarily increasing camera boom lag AND upping delayed component rotation it will be fine. (and possibly…smoothing the environment a bit) your nr. 2 suggestion sounded promising and yep this fixed it! nr3. an example…hm. a video? i think it might simply have something to do with rotation following the slope… tried to make my own slope-rotation thing, and while being inferior also had the mesh ‘forward’ respond slowly to which way the camera points in exactly the same way. now i simply wonder whether its something i should accept about the plugin or something i could alter.
since last editing this post i have been able to get approximately the behaviour i want out of this amazing plugin. im stumped on one thing though. and its pretty serious.
I have the character switch between ninja mode and non-ninja mode (i.e. i access the align to floor and align to gravity variables - and i have two different movement input parts too, different camera behaviour etc.). this is governed by my ‘jump onto wall’ key press/teleport and the variable: ‘iswallrunning’. when i press the key to stop the wallrunning and set the ‘iswallrunning’ bool to null, the capsule detaches from the mesh and is governed by the keypresses while the mesh is stuck in one place.
???
i am STUMPED on this one. I have no clue why this would occur.
Not being able to reset the variable is pretty serious. I think this may come across as very specific and obscure problem - but i figured why not ask - maybe it rings a bell? Would pictures of the blueprint help?
EDIT: narrowed it down to the smooth component location and rotation node. it’s plugged into tick, and it should only run when iswallrunning is true. unfortunately, setting iswallrunning to false makes mesh and capsule detach… - im guessing something about them need to be reset - relative location or rotation? simply attachement between them?? EDIT: reattaching component to component on false doesnt work. plugging a copy of the same node into false (with everything set to zero) does not work: mesh and capsule still detach. i really dont know why and how
Thank you for any of your insights
-T
Hello.
I’m trying to use that plugin to make planet and to try making loops. But I have troubles.
Why can’t I go to the bottom of the planet?
BP:
And current working footage:
How can I solve it?
Yours,
Semi-Sonic Miraculer
I believe it’s the “Capsule rotates control rotation” option that you want, quickest way to find is select the root component in the blueprint components tab and then type “ninja” into the details panel.
It works, but camera does say that it isn’t :)))
Another footage with fixed problem:
Loop example says to me that sometimes I need to press an arrow key to go on opposite direction
Now let’s think about camera laughing and motion problems
Can you take pictures of the settings for Ninja Character when the root component is selected and when the Movement Component is selected?
Yes, I can)
But Capsule Component is the root component on my examples.
From planet example
→ Root:
→ Character Movement
Then, from loop example
→ Root:
→ Character Movement
And that’s all information from root and character movement components.
Also, I have another bug. After running in the loop, the speed of turning leftward/rightward is slowing down. Absurd moment -_-
I meant root as in this
but next time type ninja into the details panel so it doesn’t take multiple pages of scrolling
but these are my settings with the movement component selected
and make sure this setting is set on the spring arm
Nothing worked
Planet:
I have that settings set, and camera and rotation bugs aren’t disappeared.
And sorry, but maybe we have different UE version. You have the 4th version, and I have 5.1.1. I don’t even know…
Strange, isn’t it?
Did you make a copy of the NinjaCharacter_BP, because there might be settings I’m forgetting about that need to be set. Also I tested it out in UE5.0 and got it to work but as for UE5.1 I have not. However, I doubt enough has changed to cause these problems.
No, just reparented. Btw, in loop example, I’m using my “sandbox project” for testing my BPs, and character has many functions xdd Anyway, after reparenting, I’m just setting up the character movement w/ Ninja.
Then I think the problem is the “Player Camera Manager Class” other the Player Controller section of details panel isn’t set to NinjaPlayerCameraManager. I named my class gravityController but it inherits from the NinjaPlayerControllerBP
Yeah, creating a new player controller helped me. Not ideal, but anyway. I think I need to change every default thing to Ninja version, yeah?..
Btw, will that help to make good gravity mechanics in the Mobius strip racing road?
yea everything needs to use the Ninja character versions, and I haven’t made a racing game so I’m unsure.
Another question: does nothing happens if I set Ninja Character as one of dependencies of my framework?
Are you talking about making it a dependency in your .uproject or .uplugin file? because if so I’m not sure, but if I had to guess I think it won’t let the user compile their project without the plugin installed.
.uplugin, because framework. And I believe that user will try to compile project without Ninja unless he reads the framework docs at README.md. I’m talking about copyrights, won’t Xaklse be against using Ninja plugin in my framework?
You would need to ask Xaklse
As a general rule, you can’t redistribute Marketplace items; so everyone has to “buy” this plugin first (accepting the TOS) and download it through the Epic Launcher.