So, I’m making my own blueprint for my character controller because I’m making a 3D platformer and I would would like my character to slide down slopes, struggle up slopes, and have more actual physics than simply stopping when it runs into a certain angle of slope. I tried adding sliding functionality to the existing character controller, but none of what I did was right - the sliding really needs to be a result of gravity, not a secondary variable.
Anyway, I am trying to add controls to a pawn, and I can’t figure out how to get collision working properly. I tried using the SetActorLocation function, but the pawn will just stop dead when it hits things rather than being displaced. I tried adding a FloatingPawnMovement component and using the AddInputVector function, and this works for just moving back and forth (it displaces the pawn up a hill nicely) but this has built in acceleration and max speed. I don’t want this. I just want to be able to set a spot and have my pawn try to go there, and if it can’t, it gets displaced around the curve of the object. Is there anything like this, or do I have to program my own collision detection too just to make this happen?
If anyone is familiar with how Unity does collision capsules - I want it to work like that.