Static mesh circle - How to stay on the ground?

Hello.
I made this circle under the player.
My issue is when the player jumps the circle follow the jump but i really just want it to stay on the ground and follow the player when he moves.

Any idea how to solve it?

Do a line trace down from the player on tick, and place the circle at the hit point.

Not quite sure i understand how. Right now the circle is a component on the player. Should it stay that way and just use world location on it?
When using line trace how to i set the target to be the ground?

I am not so experiance in Line trace :stuck_out_tongue:

circle

Thanks for your help! Really usefull :slight_smile:

1 Like

You can make the circle disappear when taking jumps over the trace height with

PS: Turn off motion blur in the project to stop it looking fuzzy:

noblur

That seems super overkill.
I would just alter the jump script so that it translates only the colision and mesh, innstead of the entire object.

To be fair I wouldn’t get to that point. If I was doing it I would make the circle a separate actor.

It still has to follow the player on tick…

Also, how are you going to get the circle to align with sloped surfaces without the trace?

He never said that the circle needs to align with the slopes. Some games are just flat. And those cirlces are most often used in strategy games which often have a completely flat map.

Either way if I wanted it to conform to slopes then mayebe, this is just an idea, make the cirlce an infinitely high cylinder and use a boolean to cut it of just above the ground.