Project: Paper2D

Hello everyone,

As you may already know most if not all video games on a 2D plane have some sort of a slope https:// (skip all way 6 minute mark).
One of problems i have been facing since day one was how to make my player (flipbook) not lose touch with floor below.When you set up a flipbook inside a capsule component (and set up your origin points between animations so when they switch they stay on same place) what happened was my main character was hovering above ground because of the “Use Flat Base For Floor Checks”.

Unchecking brought flipbook closer to angled surface but no where near perfect since it needed to rotate a few degrees clockwise in order to look “realistic” (or other way around depending on where he is) and created a problem of him losing touch with floor while fast moving resulting in triggering his “Falling” animation.That was fixed by loosening up max step height,making it a bit more numb.

I finally decided to fake it like i did in my previous 2D engine by creating a trigger volume and when my player enters it i lerp rotate my actor.It works and looks good but if i try to interact with other objects that use same method all weird things start to happen because i guess whole movement idea was based on flat surfaces and system freaks out when it has to deal with rotated actors.Another huge problem that my system has it’s fact that i have to place volume triggers all over my levels and they must be aligned perfectly otherwise i will not get constant results.

I asked from Mr if he knows a way that we can get real time the "Walkable Floor Angle " data so i could create something that regardless slope angle it would work. Event tick—Get Walkable Floor Angle------ set actor rotation=Walkable Floor Angle.

But if we could combine all above with ability to rotate actual flip book inside capsule component (and not rotate actor) without touching anything else then i believe it would work like a charm.Of course ideal would be if you guys could figure out a way for system to do automatically by either using Box2d physics but constrained or i don’t know what else.It would literally help us to create easier and faster more cool games.

I attach a small video to demonstrate what i am trying to achieve. Everything you see here has no Physics interaction whatsoever which is a blessing to be honest because when i tried to use physics everything was jittering ,moving around inside locked Axis and many more.Maybe when we see full Box2D support everything will be a lot easier or maybe i am really bad with how physics work inside Unreal.In either case i would like Michaels opinion on how to improve above idea and how feasible is to implement rotation of flipbooks within a blueprint.

Please download and watch.Preview in dropbox is not really good.