Edit - this happens on on 4.3 as well.
Hello, I’m having an odd issue with the 4.3 preview, 4.2 this works just fine. I have a simple ladder climbing system which has a bool for isClimbing which is set on overlap of the ladder. and what it does is modify the Z value + or - 5 of the current position of the character depending if forward is pressed and sets the location and rotation. Holding forwards is supposed to climb the ladder.
In 4.3 I have to modify it by over 45 to get the character to move up at all, like its being overpowered by gravity. If I put it to 49-50ish the character shoots up the ladder at annoying speed but it works up and down as it used to, just not at a reasonable pace up.
I put this in as a possible bug because I didn’t see anything that should have affected this noted. I probably want to work on a more advanced system, but for prototyping this worked fine. If this is intended behavior what would be the best way to move the character up on the Z axis now?
Thanks
Hi ,
I am attempting to reproduce this on my end, however I am a little confused. Does this happen in a clean project with no additional content?
Hi , after reproducing this in the most simple way i could think of, I’m not sure if this is a bug that was fixed or something that is a bug.
The easiest way to reproduce the difference in 4.2.1 and 4.3 that I can think of is:
- Start a blueprint third person project
- Go into the character blueprint
- Add a key event(Say “F” or something) and connect that to a “SetActorLocation” node
- Get the actor location
- Break the vector, add 5 to the Z axis and make vector
- Connect that to the set actor location node.
if you do this in both versions you can see the difference.
4.2.1 that worked great for ladder, I am experimenting with turning gravity off in 4.3 to see if I can work around it, because the character now falls faster then it moves up.
Thanks for your time, and if you have any good ideas to make a simple climb up a ladder, i’d be open to that as well.
Hi ,
I took some time to play around with this and have discovered a working (though definitely not the ideal) solution to your ladder.
I will post some images down below, however this is basically what I did:
-
Create a blueprint for the ladder object with a static mesh and a box volume over the area that I want the ladder to be.
-
In event graph, create a begin overlap and an end overlap state.
-
In the begin overlap, cast it to your character blueprint and set movement mode to “flying”
-
In end overlap, do the same, except set the movement mode to “walking”
-
Compile, save, go to your character blueprint
-
For your climb feature, drag off of the event button you want to use (in your case, F) and create a branch node.
-
Drag off of condition and create an “is Flying” node, the target should be character movement
-
From the true node of your branch, create a gate. I use a timer set from event play to drive the Enter and the branch should be plugged into open. Set the release of F into close. Place your Set actor relative location in the Gate Exit.
-
Create a Get Actor Location node and add it to a Get Up Vector node, then break that vector, add 5 to z and make vector to plug into location as you had previously.
Thank you for this, I thought I responded to this but I don’t see my answer. I just wanted to say thanks for the confirmation that it wasn’t a bug that it doesn’t work the way it used to and your ideas of a solution.