i did not retried recently but i have the feeling it s because we are using a too recent VS version and module
seem s they are not supported yet
also i recommend you go see my screen shoot here i found more module hidden to install with various version (sorry that is in french. VS installation program dont give me choice)
Thank you sooo much for this - @Ari_Epic !
Implemented this on first person / VR character and basically is working
i have quick question:
is there a correspondance for the āgetRelativeGravityRotationā and āGetGravtiyWorldRoationā functions in c++ ?
i couldnt find it there - using the character class.
Many thanx !
Thank you got your tutorial @Ari_Epic. I managed to implement this on the first attempt and have a nice (I hope) educational simulator developing on the back of it. Keep up the good work.
I think thereās an issue in AGravityController::UpdateRotation where the parameter of P->FaceRotation is still in gravity space. However, FaceRotation needs to be in world space.
Additionally, FaceRotation generally requires removing the roll and pitch in gravity space before converting it back to world space. But we cannot handle this in the UpdateRotation function, because the FaceRotation function is not only called hereāit is also invoked by the CharacterMovementComponent on the client side during networked gameplay.
Therefore, we should override the Characterās FaceRotation function to handle the conversion to gravity space, remove the roll and pitch, and then convert it back to world space. Also, we need to enable the Pawnās three properties: bUseControllerRotationPitch, bUseControllerRotationYaw, and bUseControllerRotationRoll.
Hey there, I followed your tutorial, but I donāt see the part where you explain how to make the planet itself and apply the gravity. Do you have a tutorial on this?
Hello, can you help me? Iāve been having a problem for days, I tried your attachment method, it works for me, but Iām feeling some tremors, itās as if the player takes a few seconds to follow the rotation of the planet while Iām on the surface, it seems like a kind of interference, the player should be standing still on the surface, but I notice some tremors and inconsistencies, have you experienced anything similar? I tried several ways, I made a custom pawn, used the default unreal player, I tried several ways to attach and make the player follow the movement of the planet perfectly, but I always come across the same problem.