x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Office Holiday

Epic Games' offices will be on holiday from June 22nd to July 7th. During this period support will be limited. Our offices will reopen on Monday, July 8th. 

how to establish vertical movement in walk movement mode in zero grav

how can i tell the player to accelerate into mouselook direction, when i'm in standard walk movement mode in zero gravity?

Product Version: UE 4.8
Tags:
more ▼

asked Jul 22 '15 at 05:44 PM in Blueprint Scripting

avatar image

[PB]Aphexx
309 25 27 42

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

Hello @[PB]Aphexx,

I think I have a solution. First off I want to note that this solution was partially inspired by this post. The steps I took to make this behavior possible are listed below.

Step One: Set the Movement Mode of you CharacterMovement component to "Flying". There are two ways to do this. You can set the Default Land Movement Mode to "Flying" under the General Settings category in the properties panel of your CharacterMovement component as seen below.

alt text

Or you can set the Movement Mode at any time using the Set Movement Mode node as seen below.

alt text

Step Two You will need to setup input mappings to use your fly forward behavior. I created a Axis mapping and used "Left Shift" to fly forward and "Left Control" to fly backwards as seen in the picture below.

alt text

Step Three You will now want to use your new input mapping to tell the player where to go. I found two really good ways to do this. You can use the "Add Movement Input" node as seen in the picture below.

alt text

Or you can use the "Add Impulse" node on the CharacterMovement component as seen below. As a side note, I am pretty sure you can use the "Add Force" node in a similar manner, I just used the "Add Impulse" node because I found it easier to work with.

alt text

Important Note: You must use the forward vector of the camera to make this work. If you use the forward vector of the actor, then the character won't always move to where you are looking.

I hope this answer helps,

Farshooter

forwardvec 1.png (27.9 kB)
forwardvec 2.png (34.1 kB)
forwardvec 3.png (88.9 kB)
forwardvec 4.png (69.4 kB)
forwardvec 5.png (87.7 kB)
more ▼

answered Jul 22 '15 at 09:59 PM

avatar image

BitBoy92
488 53 38 57

avatar image [PB]Aphexx Jul 22 '15 at 10:06 PM

wow perfect, i'll try to implement this and let you know, if i was successful! thank you a thousand times!

avatar image [PB]Aphexx Jul 23 '15 at 12:24 AM

it works perfectly! thank you very much! although if usign "add movement input" and not the "impulse", i believe you also need some kind of multiplier since the force seems to be very low. i'll stick with the impulse version. perfect!

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question