My first time with an unreal engine, or any engine to be fair.
So i was looking at the physics ball template that you can start with, from pulling that apart and reading some things online i created this : http://prntscr.com/4l8xa3
I want to be able to understand what im doing rather than just copying things. I used force instead of torque because i found it easier to keep the ball under control. with torque it seems to forever keep rolling.
The problem im trying to solve at the moment is when you press two keys together, so to move in diagonal direction it doubles the speed. I feel this is because its take the force power twice in the my blueprint from the forward movement and side movement.
How does one go about limiting the amount of force put into the pawn? so if two keys are pressed the speed doesnt increase.
Then i tried playing around with mouse inputs to try and move the camera around and hoping the spring arm would keep it from being able to travel too far. so you can adjust the camera slightly but not fully remove the ball from the screen.
So basically can people guide me or link me info on:
creating a limit for my force, the balls speed.
using the mouse to move the camera around without passing the spring arms limit while showing a crosshair for mouse location.
I dont understand why this rotation wont work with the move right input. If i dont specify the delta rotation then it will forever spin whether the A n D keys are pressed or not. Soon as i try to control it, nothing works at all =/
I can’t tell exactly what you’re trying to do but the way you’re going about adding force to the pawn seems wrong to me. If you don’t want to add torque you could add a force or an impulse?
If you’re trying to simulate anything physics like yeah torque just adds some spin but thanks to the law of conservation unless something is slowing it down it won’t stop rolling, do you want it to? You can add linear or rotational damping to create that.
I guess I “fear” the result you will end up with will not seem very natural. Does the ball even roll when you do it your way?
Yeah im trying multiple ways for the movement at the moment, in the second post i switched away from physics movement but using torque or force on the ball would roll but not when adding a controller for the crosshair.
basically i want my character which at the moment is a ball and an object to identify the front of the ball. i want the ball to roll when moving with wasd but not roll the front identifying object, instead that pivots around the ball following the crosshair.
in my second post i linked the new blueprints but in the BP_character it completely ignores WASD keys i can rotate the ball with any keys but the WASD keys. and in BP_controller i cant find a way to rotate just the ball mesh.