I’m currently attempting to make an isometric game, and I have set the movement component to flying, with no gravity. I have designed the proper air braking to give the walking effect a good feel but this works only when its uni-directional input. Once I start a multi-directional input, The movement component ignores braking and starts to “float” giving a drifting effect with the character. Going from UP + LEFT to LEFT causes the component to bank a little bit before course correcting to a full left direction. Same with any other multi-direction to uni-directional/multi-directional movement/direction. I was wondering if you had any suggestions to remove this banking effect currently happening.
// Configure character movement
GetSprite()->SetEnableGravity(false);
GetCharacterMovement()->DefaultLandMovementMode = MOVE_Flying;
GetCharacterMovement()->GravityScale = 0.0f;
GetCharacterMovement()->AirControl = 1600.80f;
GetCharacterMovement()->bCheatFlying = true;
GetCharacterMovement()->MaxFlySpeed = 600.0f;
GetCharacterMovement()->BrakingDecelerationFlying = 500.f;
GetCharacterMovement()->FallingLateralFriction = 0.f;
GetCharacterMovement()->GroundFriction = 0.0f;
GetCharacterMovement()->MaxWalkSpeed = 600.0f; //does nothing
GetCharacterMovement()->BrakingDecelerationWalking = 3048.f;
GetCharacterMovement()->JumpZVelocity = 1000.f;
// Lock character motion onto the XZ plane, so the character can't move in or out of the screen
GetCharacterMovement()->bConstrainToPlane = true;
GetCharacterMovement()->SetPlaneConstraintNormal(FVector(0.0f, -1.0f, 0.0f));
// Behave like a traditional 2D platformer character, with a flat bottom instead of a curved capsule bottom
// Note: This can cause a little floating when going up inclines; you can choose the tradeoff between better
// behavior on the edge of a ledge versus inclines by setting this to true or false
GetCharacterMovement()->bUseFlatBaseForFloorChecks = true;
These are my current movement component settings for C++. I’m trying to get rid of the floaty movement. Any help in this will be greatly appreciated.
Thank You