I am a noob at Unreal! Can someone help me with the step by steps to make a jump pad using a Player Pawn. I created the Pawn Already and tiles that it can interact with. I just do not have a single idea how to make a bounce pad from there. I usually use the “Launch Character” that is Physics Driven! This of course does not work bc the pawn does not have physics. I am using Unreal 4.27.2
Is your pawn not a character?
it is a pawn actor so I cant use the launch character bc it does not activate due to it being a pawn
Yes, just checking. Some people using the terms ‘pawn’ and ‘character’ indiscriminately.
I guess you have manage the whole movement arc yourself, bit of a pain.
It’s probably going to involve timelines or vinterp, and vector curves, which you can define. You could get quite a good launch with that.
Problem comes when you hit something mid-air, you’ll have to compensate for that also.
A Bp that Bezier smooth step travels the desired casted Pawn independently, No change to the Pawn is required, place source and destination pads and curve is calculated and you can control the Arch with float offset if ever needed like jumping a wall ground to ground.
Brute force ignores gravity or collision for the Pawn, but the pawn is only travelled so the Pawn class will trigger like normal for pickups/damage.
I don’t know how you are controlling the Pawn and what the pawn is! Right now without gravity I set the end point’s height to the height I want the player to end up at.
Thinking about Mario Galaxy via Pawn and adding Non auto Control Points all most done, in this mode the Control Points are added an Editable in the Editor you can then Drag them around the world in 3D anchored to the launch pads.
I am also extending to Fly(Rotate UpVector) or Surf(Rotate FrontVector) a Pawn, It can trigger rotation for a upright landing based on % ratio, can event on velocity up / dn for poses you will see the events in the BP also looking to calculate speed instead of entering MuStep fractions for travel speed would be better.
For now it delta seconds vInterps the Pawn’s Position to the PadStart location this is just preference could use pawn offset at overlap position also, then since this Bezier curve step has start velocity burst built in the first move needs delta seconds vInterp also you will see this in the BP this is where I will do the full transform for rotation when Flying/Surfing
Click now before the forums start heckling:
PawnsWorld.zip (8.3 MB)
Hope you can use it’s ok if you can’t I am just a hobbyist that just enjoys trying to help if you can then feel free to PM any questions or request if you wish.
Cheers !
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