Hey all and any,
I’ve created a really cool project, in 5.1, that I am looking at enhancing with some old school features; this kept me up last night trying to come up with a solution.
Think (relatively) old school games - like Tony Hawks Underground or Shaun White Snowboarding (2008) by Ubisoft, when the pawn/snowboarder rotates the game tracks that the pawn has spun a particular direction from its original position when it left the ground, i.e) 180, 360, Front/Back Flip, etc. Fortnite has the rotation calculation for the Dirtbike as well, however UEFN’s Blueprints are sealed and even if they weren’t those guys are on a different planet for how they’re setup in UE (I’m jealous).
After watching several minutes of gameplay it looks as though there is also a trigger, whether that be collision at the base of the actor with the ground (jumping/not on ground) or doing a ‘hold’ maneuver i.e) method, indy, shifty while spinning. Although when it comes to the logic the ‘hold maneuver’ is redundant - yes - but for the game I am creating it will serve a purpose.
I am looking to create something similar. I have the blueprint created for triggering the event, however, when it comes to the gyroscope/rotation calculation while in air I am stuck with where to go with it/how to access it. Once I have the axis’ a float multiplier function can be used from my blueprint interface to calculate the scoring.
So far the plan is to attach a collision capsule or something on a spring arm and lock the rotation, which sounds janky and buggy as hell and likely is, which leads me to why I am here in the first place.
Any direction/advice would be invaluable. Thanks in advanced!