Pawn Help!



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 :stuck_out_tongue_closed_eyes: 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 :melting_face: if you can then feel free to PM any questions or request if you wish.

Cheers !
“My other username is **tardPlusPlus” :pinching_hand: :innocent: :point_right: :triangular_ruler: