It’s not a question of friction. I actually had the 3rd person character moving nicely. What I want is, as the character runs up a hill, the momentum carries it further than it would normally go, and then gravity takes over and it slides back down. Or, when it’s running sideways across a hill, it moves forward while also sliding down. Or if it lands on a slope too big for it, it slides until it comes to a point where it would normally stick, and slide a little more.
The 3rd person controller is set up to be all or nothing. There’s an angle you set where anything smaller the character is stuck to the ground, and anything greater and the character is falling. If you run into a hillside, it just stops dead. I set up a second variable to slide the character and made the slope 90% (so it can essentially run up a wall, but the sliding variable will pull it down) and this KIND OF works, but it’s very wonky and unpredictable because it’s not tied into the actual gravity.
I would much rather make my own controller, but I need to know how to make the collision work properly. It doesn’t seem like there’s a basic collision option - which would be a bit of an oversight. As I already said, the FloatingPawn won’t work because it has acceleration and stuff built into it, so I can’t use it to simulate gravity since that would need its own separate acceleration from horizontal movement.