Player Character - Orbital Motion Around Pivot.


![JETPAC_Orb italMovementDiagram_v01|690x364]
(upload://3vtO7S0SBJ6NL80ieVFc2jF96qR.jpeg)

Working on My first test “game” by attempting to create a modern version of the first game I owned (Jetpac) - To that end I have been following a bunch of tutorials, and have a semi-functional 2D (Left,right, up, down) player movement happening, but I would like to change this to an “orbital” movement (Very similar to the game “Orbital Bullet”) using blueprints, but this seem outside My pay-scale at the moment.
Looking for simple, efficient solutions using Blueprints. (I did find sorta something but it was in C++)
Any help would be greatly appreciated.

Hey there @Omniviant! Welcome to the community! So it’s kind of dependent on how your current game is set up and if you’d prefer full simulated orbital mechanics or would be fine faking it. Since you referenced Jetpac I’m going to assume you’re fine with faking it for now. (also your upload didn’t finish before you posted)

I’ve got 2 threads with solid ways to do this in a less simulation kind of way.

I reuploaded the image… Should give a clearer idea of what I am going for.

Ahhh yes, then that’d mean the way referenced in this post would work fine.

The gist would be to have your player controller possessing the pawn actor that hold’s the player and move them up and down in the local based on your inputs. Now this does mean you’d be rolling your own gravity unless you end up running it with the player character, depending on how it shakes out might need tweaking.