Hey everyone,
I’m currently trying to figure out a way to set the velocity in a custom character movement component, I tried overriding the CalcVelocity function and setting the Velocity directly.
void UMyCharacterMovementComponent::CalcVelocity(float DeltaTime, float Friction, bool bFluid, float BrakingDeceleration)
{
Velocity = Acceleration;
}
and it works great… until I run into a wall, or more specifically two walls that are not at a right angle, the collision makes the character shake around because I am forcing the player into the wall, whereas normally when you run into a wall the player will lose Velocity.
Does anyone know of a way to set the velocity directly to a Vector but still allow it to take collision into account?