I did this in UDK, but can’t quite work out the approach in a BluePrint world
the controls would end up being quite similar to Uncharted. The camera can rotate around freely (done), and the character moves Up, Down, Left, Right with the WASD
But at the moment the movement direction is based on his original rotation, but I’d like it that when I rotate the camera around and then press W he runs “forward” in respect to the cameras facing direction
I hope I’ve explained myself well, any pointers or other posts about this would be greatly appreciated!
here is my code from UDK : Uncharted type of camera + player movement - Epic Games Forums
but, for some reason, i still struggle mapping code to blueprints. it hurts my brain…
once i have it working il post on here - but i assume someone already has this down somewhere
ye its in enabled in my ‘character movement’ component of my character
im using the template project for a top down view, not sure if that helps …
But id assume my “control rotation” is being told not to update in some way…
im clutching at straws at the moment…
weird, why does this happen ? i assumed something like : it thinks im Strafing ? its odd, it caps at exactly half max speed :S
i will *2 for now, but will try and work out why this is happening