I want to find out why it drifts, too. I was thinking that capsule depenetration was sluggishly trying to eject it but OP said there was no collision. Animation was constantly adding some kind of offset? Does it always drift right?
Well I can try to make a small project to reproduce the problem, but the thing is I bet it works properly then.
Yes, always right. And like if you turn the character to face left, it changes position but it is still going Y+. All the weapons are is two things, a static mesh, and a box collision, and everything is set to either ignore (mesh) or overlap (box collision).
Hmm…I could try turning off the animation BP, and then no animations should interfere, but I done deleted that code which had the problem, but I might can remake it for the sake of science and all.
And the weapons have no physics enabled, right? How do you handle weapon collision? How did you set it up to hit enemies but ignore player’s capsule. Custom collision channels? Something else?
You could Tick-Print what the weapon is colliding with to see if that brings some clarity.
Right
And now also, the TPC has no animation BP.
Outside of street racing, drifting just doesn’t seem as cool or desirable imo.
In BEU games, it seems the weapon usually caused an instant knock down on all characters including mini-bosses. So I actually had tied it in with the dash attack jump kick which also causes an instant knock down. I was going to work out the damage and didnt get that far along as the drifting just kind of stopped me going forward for the moment lol.
I made one for just the weapons yes, and its default is set to overlap. -
Like print anything and everything it overlaps?
So the weapons are like this? on all channels?
And character capsule? How does it react? Not saying this is it, merely trying to eliminate one thing as a potential culprit.
And one last thing, since we’re using this:
Which is more than fine, how’s the collision of the mesh then?
Yes. The new one I just made for the knife, the static mesh ignores all, and the box collision overlaps all. I think for the bat both are overlap all.
if it’s all, indeed, overlapping rather than blocking then collision is probably not the issue
Ahh a mystery then?
As far as remote debugging goes, yeah. Consider @pezzott1’s request:
an empty project only with the actor that drifts.
Now I’m working out how to make the TPC throw that knife in a very Double Dragon kind of way. I have a throw animation. Need to time it to detach at the right moment and then send that knife flying horizontally at a set speed and IF it hits an enemy there is a reaction by the enemy then I suppose destroy the actor.
Ok