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We have gotten a lot of feedback asking about making alternative movement mechanics from the standard character movement component or navmesh driven characters. In this stream and explore other ways of getting pawns from point A to point B for different types of charaters, including tile-based and physics driven movement. Tune in and learn how to move it move it!
Feel free to ask any questions on the topic in the thread below, and remember, while we try to give attention to all inquiries, it’s not always possible to answer’s questions as they come up. This is especially true for off-topic requests, as it’s rather likely that we don’t have the appropriate person around to answer. Thanks for understanding!
Non-physical “dash” as seen in “Transformers Fall of Cybertron”. Characters can dash in any direction and it’s not physics driven, How do I do this without animating it using root motion? Transformers Fall of Cybertron
Also seen in “ReCore”
Sorry, it was “Turn-Based Strategy” that was my fault for misspeaking. The BPs for the physics characters will be uploaded in a bit, once we have the archive up it’ll be shared on the forums.
For some reason, when I switch out the physics pawn with my own character he stops using physics animation, and I cant shoot him, and it cant smash destructable objects anymore, just kind of flashes. I tried my own physics asset, which shoots the character off the screen, and the default mans physics asset. I double checked bone names in the variables but still can’t get it to work. Do you know of something really obvious I could be missing? video of the working one: https://youtu.be/ek-zB8QO8As just breaks when another character is used
Thanks!
solved Shut it down to grab beer. When I came back it worked. Thumbs up!