I’m trying to set up a walljump mechanic for a first person game. However, I need the boost from the walljump to depend on both the wall’s normal and the player’s incoming velocity.
I can’t seem to find a setup that allows me to use both. If I set everything up using an Event Hit, the velocity is overwritten. If I use an Event Overlap or Sphere Trace, I can’t find a way to get the normal.
Is there a simple/common way of doing this that I’m missing?
I doubt this is adds anything, but the formula I’m trying to implement is roughly
new_velocity = (f(angle of incidence)*g(normal) + reflection(xy_velocity))*speed
The movement system is kind of non-standard, hence the need for all these weightings.
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