Please forgive me if this sounds patronizing, but because I don’t know your level of expertise I’ll explain everything in great detail
- This is a gate node, it stops execution (through “Enter”) until it’s opened, then stops execution again when it’s closed.
- This is event Tick, which is an event called every time the game draws another frame on screen. It has a Delta Seconds parameter that is equal to the number of seconds it took to draw said frame. The execution pin from this is routed into the Gate.
- This is an input node. It will fire an execution whenever the J key is pressed down or let go. Pressed goes to “Open” on the gate, Released goes to “Close.” When they J key is pressed, execution through the gate will be passed and when it’s released, execution will be blocked. You can use any key or input event for this that you want, I’m just using J as an example.
- This is a reference to your player pawn/character. This is the object that your player possesses and controls.
- Set Actor Location will manipulate the position of your player pawn. When the gate is open and execution is passed, it will change your pawn’s position.
- The position, or location, that we’re passing through is equal to its current X and current Y (so the only thing that will change is the Z) and the Z will be created through a short calculation. You can right-click on your Vector pin and choose “Split Struct Pin” to manipulate individual axes of the Vector.
What we feed into Z is Delta Seconds * Z Up Rate(9), which is a float variable I made to modulate the speed at which the pawn flies up. Just try some different arbitrary numbers until it feels right. We multiply this by Delta Seconds (8) to ensure that the rate at which we fly will be the same on all systems at any frame rate. Add this value to the current Z value (7) and plug the return value from that into the Z input on Set Actor Location. Voila!