Pawn with Physics and Gravity enabled breaks the movement

Hey there @Katreque1! Welcome to the community! So one of the bigger things is trying to mix physics sim with manual offsets is going to result in some weirdness, as generally if you’re controlling things purely by physics you would use something like Addforce to cause movement. In your case however you are doing the equivalent of teleporting by offset (That’s how the physics system sees it at least). Jump King and games like it look like they use built in physics, but many of them either don’t or heavily influence it for a specific feel.

Judging by the way Jump King looks is that each of these are actually handled via a specific formula when the jump is made, and when collisions occur you see a consistent bounce. This is not usually as simple to pull off in the built in physics for game engines. That said if you wanted to do this physically you can and you’ll get far more organic results from it, but it’ll be harder to pull off consistently.

If you want to go the physics route, you lose more accurate control but have to end up doing less math to handle the jump, fall, and bounces.

If you want to go custom, you’ll have to handle the math for everything, but you instead get 1:1 control of how the “”“Physics”“” react.

You could technically handle movement as a hybrid like this but disabling physics when your character is on the ground, then just enabling them on launch, but that seems like more work than it’s worth in my opinion.

1 Like