What is the equivalent to setting the movement mode to "flying"?

I’m wondering what all that actually does. I recently started trying to make climbing mechanics both a ladder and a fence or wall (and eventually stairs) and most of the videos I come across use the set movement mode to flying. And while I did get that looking decent, it still feels a bit wonky to me.

So the question is, what exactly is that doing and how to attempt to brass tacks duplicate it’s actions in a character bp?

Thanks!

Hey @usa423!

Let me just say… I have a friend in a AAA studio that nearly tore his hair out over a ladder. Ladders are hard.

But for more helpful info :joy: :

Can you elaborate on “Duplicate its actions in a character_bp”?

Because setting the movement mode to flying disables the effects of gravity on the pawn/character, but requires a movement component. So if you’re doing it on the character, that’s character movement component. So the statement here is a little confusing.

Get back to us soon!

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Well, it surely turns off gravity, but what else is going on? This is in a character bp so something with a capsule component. The effects of no gravity on the movement component surely. I was wondering how I could achieve the same effects raw, no gravity and what else?

Well, you’re dealing with movement mode as an enumerator here, which cannot be set to “none”. If you have a character movement component, you have a movement mode. I don’t know what it is you’re trying to do, but if you want to do it “Raw” as you say, you’d probably need to forego using the character movement component at all, which means can’t use character, which will probably break all of your non-ladder movement.

The character movement component is a long, long, long stretch of code. Yes, just changing to flying allows the character to use its flight speed and air braking, no gravity. That’s fine. It’s the fact that changing that enumerator does a bunch of things cascading throughout the movement when you change it in order to prevent conflicts of data, like “How fast do I go?” etc when there’s 6 different “Go this speed” options in the component.

Could you do a ladder bypassing the Character Movement Component? Yes.
What you need to ask yourself before going down this road though: Can I do the rest of my movement Without the Character Movement Component. Because that’s what that requires. If you want to do that, more power to you! But it just… seems like a lot for a ladder, and there are probably easier paths.

I hope this brings some clarity.

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I see, sounds like a rabbit hole not to venture down. You seem to be suggesting just using a simple actor bp. I have tryed that. There is things I like about the character bp’s like the movement component and what comes there with, and then things I don’t like like being able to easily move the character like in the Z and or gravity.

Since you put it this way…I wonder then about destroying the actor once they get on the ladder and then just simply spawning a ladder climbing "actor "where I can get the animations and mesh and movements then when they get off the ladder destroy that actor and respawn repossess the original.

Like you said, a lot of trouble for a ladder or a fence. But then, considering how I have done weapon pickups and attaches, I kindly like that idea.

You could look into the mover example scene where they add zip lines. It somewhat resembles ladder travel just not vertically.

Maybe this might be inspiration for a ladder movement mechanic.

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I can’t express just how difficult it’s going to be making that look smooth or feel smooth.

That being said, you said you were having issues but I don’t think you mentioned what kind of issues you’re having? It could actually be something related to your animations and all of this movement code stuff could be a red herring. Could you talk about that maybe with some video or pictures?

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Yes, it was pretty difficult, but I just about had it, but having to respawn and attach weapons at each phase added a level of complexity that was not good lol.

So I went back to the old way I did it initially and have that working currently. It looks about as smooth as I could get it with free animations that seems like their locations were not level. I would like to write a tutorial on it in the near future.

What was throwing me off is there was a very careful way I had to use do once nodes in order to control an event tick feed.

I ended up putting all the logic of the climb inside of the Platforms bp so it in essense controls all aspect of the climbing.

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