I have a backwards dodge for my character and when it’s active I set the velocity in event tick using the set velocity node, but this yields inconsistent results moving different distances every time, this is the same for pretty much every velocity node, force/impulse etc.
I’ve heard “set all physics linear velocity” gives consistent results but I cannot figure out how to make that set the character movement’s velocity/I can’t get it to work. And importantly I cannot use vinterp or anything that doesn’t use the character movement as I need the character to slide against walls if you hit them at a steep angle as you’re often in tight corridors and it feels janky if you just stop to a halt if you brush against a wall.
What scale inconsistency are we talking about? In a matter of meters, centimeters or millimeters?
I would have suggested you use Add Force or Add Impulse but even those have last frame error and the are not perfectly “on the spot”.
You can probably make some correction to nail your character in the correct position last frame but this wouldn’t work with sliding along walls and such.
BTW what accuracy are you aiming for if you hit an obstruction and slide along it? You can hardly measure it correctly let alone figure out small differences by just looking at it.
I think the moment you include physics (collision, friction, sliding, etc) you should just accept that it will lack precision and should only aim for it to “seem fair”.
I would be fine with it if the variance was small but it goes anywhere from being about 1.5x larger than expected to moving such a small amount you can barely see the movement, so meters I suppose. And I’m not sure exactly what you mean by accuracy when sliding on walls but generally if there’s even a little movement anything better than a sudden stop works, if that’s what you mean. I have found when the velocity is moving at the intended pace sliding seems to work how I want it to.
Tried that and it worked, but only because I also removed the character movements current velocity from being added to the forward vector as I figured I wouldn’t need it considering I was not applying straight to the character movements velocity anymore, still occasional minimal variance but nothing that matters, this is obvious in hindsight but oh well, thanks anyway though.